Tash-Kalar – Arena of Legends: A four-sided game review

Tash-Kalar boxTash-Kalar: Arena of Legends* is an abstract strategy game set in a fantasy themed arena, but it’s much more than a simple fist fight. The box says ’30 minutes’ but I’m yet to have a game take less than hour, and then some – but we’ve never been accused of being a fast-playing group.

(Please note: To date I have only played with two and three players. There are four-player rules – more on this below under ‘Play types’.)

The main thrust of the game is pattern building. The arena is a grid of squares onto which players place pieces, but alone the pieces do very little. They come to life, briefly, when they form a pattern required to play a card from your hand – at which point you unleash that card’s power.

What makes Tash-Kalar stand out is the rules allow for both ‘death match’ and ‘high form’ play, meaning the focus of a game very much changes depending on its goals. While the first mode centres purely on defeating your opponents’ pieces, the other can see you rewarded for simply having your pieces on particular squares in the arena. But whether simply scrapping or going for points, this is a very thinky game.

In terms of components you get a double sided arena board, four player boards, more than 100 cards (most with individual art) and 80 cardboard playing pieces – which I feel makes it very reasonable value for its sub £30 price tag. And if you’re on the fence about reading on, bare in mind it was designed by Vlaada Chvátil – one of the most respected designers working in the hobby games industry right now.

Teaching

IMG_20150516_135853333In the best tradition of abstract games, Tash Kalar is incredibly simple to teach but also satisfyingly tough to master (I’m guessing here!).

On a standard turn you simply get two actions, which will nearly always be placing a piece onto the board or playing a card (so you could place two pieces, play two cards, or do one of each in either order). There is a discard action, but this will rarely be used and is as straightforward as it sounds. Finally, you draw back up to the standard number of cards.

Your pieces come in three levels – common, heroic and legendary. If you place a piece as an action it is always placed as a common: the use of your cards will later allow you to upgrade them. If your pieces create the pattern on one of your cards, you can then play it – which in turn will give you one-off immediate effects that usually let you upgrade or move your pieces, destroy those of others, or take extra actions.

The game’s complexity comes in successfully creating these patterns. It seems a relatively simple task – but those pesky opponents keep killing off your pieces and replacing them with their own. And note there isn’t a ‘move’ action – you only get to move your pieces if a card allows you to. Which means making a pattern in the first place…

What this means in terms of teaching is that the players will have to learn the game as they play, and in my experience so far this is something players absolutely relish. And there is a real sense of achievement if you pull off a great multiple card combo – which will tend to be rewarded with congratulations from your opponents, making it even sweeter. Of course with time this will end, but it shows the sense of wonder players can have early on.

In terms of the rulebook I wasn’t a big fan, as I thought the flavour text got in the way and I missed a few details on my first play. But to make up for that it has a fantastic two-sided summary sheet that literally has all the rules to all forms of the game in an easy to follow format – underlining the fact the game is far from heavy on rules.

Play types

IMG_20150516_135554146I’m adding a one-off extra section here, as Tash-Kalar includes three ways to play the game which may appeal to different players:

  • Deathmatch Duel (2 players): This is the simplest form of the game, where you simply go head to head and score points when you defeat the other player’s pieces. This is certainly a good way to learn the game and still has a high level of tactical play.
  • High Form (2 players): Players score points for completing the requirements of ‘tasks’. There are always three available (shared by all players) and each player can complete one on their turn. These tasks can be to do with destroying another players pieces, but are more often to do with board position.
  • Deathmatch Melee (3 players): Again you score points for destroying your opponents’ pieces – but your final score is based on the least amount of points you’ve taken against different opponents. So if you’ve only scored one point against one opponent and ten against the other two, your final score is only one.

You can play Tash-Kalar with four players – either in teams in ‘Duel’ and ‘High Form’ modes, or in a free-for-all ‘Melee’. Having played Melee with three, playing with four is in no way appealing: in a game where you’re trying to set yourself up for future turns, having three other players taking turns before you – and probably taking out your pieces – sounds like an exercise in frustration and futility.

As for team play, it adds yet another level of complexity in the form of being able to hand over control of your turn to your team mate at any time. This sounds as if it could add a rich extra level of tactical play, but I see it as pretty daunting for an early play and am yet to suggest it to those I’ve played with. Once I’ve tried it, I’ll revisit this review.

The four sides

IMG_20150516_135515854These are me, plus three fictitious players drawn from observing my friends and their respective quirks and play styles.

  • The writer: I wasn’t drawn to this on release, but how wrong I was. The fantasy veneer may be thin, but Tash-Kalar is a game rich in personality that tells a great story with every play. Games really ebb and flow, helped by ‘flare’ cards that can give players with a poor board position a big boost – at the expense of giving an opponent a point. But it can be totally worth it – and not only for the losing player.
  • The thinker: This is a thinker’s game, with many depths to explore. Yes there is luck of the draw, but players will have a chance to play almost all of their cards in each game and it simply means every turn is rich in thought. There is a possible king-making problem with three (a player can ‘give’ points to opponents when using flares even when out of it, which in some situations could swing a result), while it also ramps up the chaos. But while I prefer it with two, its good enough that I’ll play with three. Constant board changes may put off a purely strategic mind, but war gamers for example will see nothing here they can’t cope with.
  • The trasher: While it looked good, Tash-Kalar wasn’t for me. While it looks like being about combat, with some OK card art, different decks and ‘deathmatches’, the reality is very different. It is very frustrating: you spend more time setting up moves than achieving anything with them. And yes, pulling off a nasty combo and kicking ass is really satisfying – but is it worth the turns it took to set it up, especially as opponents often scupper your plans by accident rather than design? not for me.
  • The dabbler: While this may surprise everyone, I really enjoy this challenge. While patterns can be hard to make its such a buzz when you complete one and then do some cool moves. And I love that the rules actually say you can take back your whole turn if you realise you’ve made a mistake half way through. I’m normally about table chat, but here I love the experience of experiments being rewarded – both by the game and fellow players high-fiving good combo moves.

Key observations

IMG_20150516_135420248I think the most important thing to note is that those players who simply do not like abstract games should not be drawn in by the fantasy theme here – no amount of imagination can make this anything other than a deeply abstracted game.

But Tash-Kalar also has elements you might not be used to as a fan of abstract games: it can play very long and be very chaotic, especially with more than two players. And even with two, you can see any strategic plan blown out of the water by your opponent in a single move. But as a fan I see these as positives, shaking up the genre and most definitely bringing lots of interesting new ideas to the party.

My one big fear is that the promised variety of three different game modes doesn’t really come to fruition as each mode is very dependent on player count. There is only one mode for three players, while the team game really does not appeal. I’m willing to look past this now as I have had a lot of fun with both two and three players, but I am a little concerned about longevity (I shall come back and change my thoughts here if it becomes a problem).

And finally, for an asymmetrical game, putting just three different card decks in the box seems a little tight (there are four sets of cards, but two are identical in everything but colour). It means if you do want a four-player game you cannot have a fully asymmetric experience straight out of the box – although the publisher has addressed this with the game’s first expansion; a new faction which brings with it some interesting new rules, but also something close to a £10 price tag (I’ll review this soon and link it here).

Conclusion

IMG_20150516_135446777Again I’ll preface this conclusion by saying I’m yet to play Tash-Kalar: Arena of Legends with the full compliment of four players – but with two or three I can highly recommend it. For me, it’s a keeper.

This game is abstracted, it will make your brain ache and you will want to ignore your cards before its your turn as the whole board may change before then. For some this will be nothing but frustration – but for me, and everyone I’ve played with so far, it has instead been a delicious challenge perfect for those who love a tactical head-to-head – with a rather brittle layer of strategy placed precariously on top.

And more importantly I do feel that each game tells its own story. You can be down and out but a flare may spring you right back into the game; or a decision by an opponent to remove one of your pieces goes your way and they remove a pointless one, meaning you have just the right pieces left to land that nasty legendary pattern you’ve had since the start of the game. With the right tools, it just goes to show you don’t need dice, hundreds of minis and a half-mile of half-arsed fantasy fiction to tell a fascinating story.

* I would like to thank Czech Games Edition for providing a copy of the game for review.

The Castles of Burgundy: A four-sided game review

Castles of Burgundy boxThe Castles of Burgundy is a dice rolling and tile placement/set collection board game from Stefan Feld originally released in 2011. It plays two to four (fine at all player counts, but great with two) and lasts somewhere between one and two hours.

I’d put off reviewing any more Feld games as I’ve done a few recently, but I couldn’t resist because: 1. this is one of my favourite games; and 2. it’s currently available for less than £20 (April 2015) from various sources (including Board Game Guru) – a proper bargain.

In the box you’ll find 250 small cardboard tiles, a game board and player boards and some dice. Alea tend to make perfectly serviceable yet unremarkable components and this is more of the same: no complaints, and while there’s nothing to write home about I do really like the incidental artwork on the tiles.

While Castles of Burgundy is as fiddly as you’d expect from a game with this many cardboard chits, it’s not actually a complicated game to play – or hard/long to set up and play once you get used to it. There are five rounds, each split into five pairs of turns for each player (so everyone will take 50 actions in a game), with scoring done both during and at the end of the game.

The main thrust is ‘buying’ tiles from a central board then matching them in sets on your own board to score points. Each colour of tile has its own special action, seeing clever play lead to strong combinations that can turn the tide of a game – and opening up a number of different strategies. But as only a small number of tiles are available each turn, and these randomly drawn, there is also a large amount of tactical nous required too.

Castles of Burgundy board and player board

Teaching

In terms of mechanism, Castles of Burgundy is a relatively simple game – as borne out by the 12-page rulebook which is really more like four pages of rules and six pages of tile explanations – a bare minimum of which you’ll need to reference after a play or so.

In each round players roll their two dice and use them to either take tiles from the main board to their depot; send them from their depot to their player board; export goods for points, or take tokens that can be used to manipulate the numbers on the dice rolled.

If a placed tile has a special effect, you do that too. Simple. These tend to be standard gaming ideas: manipulating turn order, giving free actions, multiplying points etc. I think anyone with a few gateway games under their belt will be at home with Castles of Burgundy, but that’s not to say there isn’t something here for more seasoned gamers.

As is so often the case with Feld’s games, the simple mechanisms hide a lot of small yet tricky decisions – in most turns you’ll want to do a lot more things than you have actions, so its all about prioritising. You’re taking tiles from a shared stock, remember, so anything you leave after your turn may not be there by the time it is your turn again. So while the game does not have direct interaction, it is alive with the indirect kind.

The four sides

Castles of Burgundy board close upThese are me, plus three fictitious amalgams drawn from observing my friends, and their respective quirks and play styles.

  • The writer: Castles of Burgundy is currently my favourite Stefan Feld design, partly because of its broad appeal – it hasn’t made it into the Board Game Geek Top 10 (or my own) by accident. The theme is innocuous but the game looks good on the table; it fits well with both experienced and gateway gamers, and plays in that sweet ‘one-to-two hours’ slot. And while yes it has dice, meaning there will be luck involved, it does feel like good play wins you the game.
  • The thinker: I do tend to enjoy Stefan Feld’s heavier games, and would usually take the likes of Trajan or AquaSphere over this, but I certainly won’t turn down a game. Despite the randomness the game still packs some heft and much of the random can be mitigated by a canny player.The fact it comes with different player boards adds to the strategic choices too, allowing more advanced players to try different ideas from one game to the next. A solid mid-weight game.
  • The trasher: We’re not really in my territory here, but this is definitely a more palatable Feld game. Once you get past the boring theme/box/components there is some rich tactical play – but only with two. Especially in the timing of getting ahead in turn order and taking the right tiles, you have to watch your opponent like a hawk. And I have to admit I’m a sucker for a game that gradually pushes everyone up to scores around 200 but its still often really close, nip and tuck, all the way.
  • The dabbler: There’s a lot to like about Castles of Burgundy. It has dice! But its not blind luck and while they can kick you when you;re down, you never think they were to blame if you don’t win. It has cute animals! The farming tiles are gorgeous and a bit like Carcassonne, the board looks lovely at the end of the game. While it feels competitive, it never feels nasty – the perfect combo for me. And while people can be wary of it as it looks complex, its bark is much worse than its bite.

Key observations

Castles of Burgundy player boards(I first need to caveat that any criticisms need to be couched by the fact Castles of Burgundy is in the top 10 (voted by users) on the world’s most popular board gaming website.)

It’s fiddly. From setup to scoring (which can be easy to forget) to re-setup after every five rounds, this is very much a game of moving little bits of cardboard around. If this is truly off-putting to you, I’d suggest trying it online first: it is available to play at both Yucata and Boite a Jeux. I expect many will find the game play trumps the fiddliness.

Each extra player removes some strategy (as it takes longer to take your next tile, reducing planning potential), while adding downtime and game length – and very little on the positive side, if anything. This is definitely a better two player game and can feel slow with four, especially as interaction is limited to blocking tiles.

There’s also little here for the theme fan and again, interaction is at a minimum – although I’d argue that a two-player game can feel very tactical (hence my ‘thrasher’ above enjoying their plays). If you really don’t like Feld games, this will not convert you – I suggest you run for the hills. When I read the low score reviews for Feld games, it is always the same people moaning – why on earth do they play them?

I think claims the game has no focus or that the best player doesn’t win are groundless. I simply think these players haven’t given the game a chance, or paid enough attention, or played anyone any good – their prerogative, but I feel its in poor form to criticise the game on this point, as they’re in less than 1% minority of players. Ignore them.

Conclusion

Castles of Burgundy boardWhile I’m not sure I’d celebrate Castles of Burgundy as Stefan Feld’s best design, I think it’s his best two-player game  and one of my favourite two player games by anyone.

Turns are short and snappy, there are interesting/agonising decisions to be made on almost all of your goes, and while the game has some tactical and strategic depth it is accessible to both gateway and experienced gamers alike.

If you’re a couple that is starting to explore games, and have enjoyed the likes of Ticket to Ride and Carcassonne, I’d certainly suggest this as a step up the ladder. But if you prefer the interaction of Catan, or the combat of Small Worlds, you may want to look elsewhere.