Adventure Tours (AKA Mai-Star): A four-sided game review

Adventure Tours boxAdventure Tours* is a ‘take-that’ and hand management card game from Seiji Kanai (Love Letter, Brave Rats/R) that is both a little larger and a little longer (40+ minutes) than his rather more illustrious micro games. It takes three to six players.

It was originally released in 2010 under the title Mai-Star in a small box format with a geisha theme, which didn’t sit well with some. While still available in this format, Adventure Tours addresses some problems with the original and has higher production values – while costing about the same (£10-15).

The original had 75 cards, six geisha cards and some score sheets to write on; while the re-released Adventure Tours boasts thick cardboard player mats with some lovely artwork, more than 100 cards (with good if unexceptional art, but good iconography), cardboard victory point chits and some useful player aids – but a much bigger box.

As you may have guessed though, the theme is wholly irrelevant in terms of the rules – this is an abstract card game with some nice, colourful art plastered on top. And this is cutesy artwork too – which very much belies the rather nasty nature of the gameplay.

Teaching

Adventure Tours player boardAs we’ve come to expect from Seiji Kanai, Adventure Tours is a simple game at its heart which relies much on player interaction to make it sing.

It is also very luck based and swingy, but enough so that things should balance out over the game.

Each player is dealt six random cards (from one big shared stack) at the start of play. In the basic game, your player board starts you with three of each of the game’s three ‘resources’ to get you going.

On your turn you will lay one card – either for its resources or as an explorer (for its action and also end-game points). If you lay a card for resources it will allow you to play more powerful explorers later, as cards cost between 1-9 resources to play.

Cards played as resources mean you have to pick up a new card from the stack to replace it, so you’re not reducing your hand – but you are giving yourself more chances to lay better explorers later. When you lay an explorer, you do not draw a new card.

Explorer actions are very much what you’d expect from a ‘take-that’ style game: make player players draw more cards (to stop them going out), or force opponents to discard/hand you explorers or resources. But some also benefit you more simply – letting you lay another card being the most common.

The advanced game sees you use the flip-side of the player boards, each of which has a special ability and different starting conditions – so that powers that seem stronger leave you starting with hardly any resources.

The real trick to Adventure Tours is to balance getting rid of your cards while also scoring enough points to make ending the round by doing so a good idea, or to just stockpile points regardless – neither of which are as easy as they sound! The nice player aid and simple icons mean everyone should be up to speed within round 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: This is a rare time when I’m still on the fence despite multiple plays. I enjoy the mood Kanai’s games create and he has worked the same simple magic here – but this is on the cusp of being too long for the game experience it creates. I do enjoy playing, but where the luck of the draw makes me laugh in Love Letter it can have me cursing here, which suggests a slight mismatch in fun and complexity.
  • The thinker: There is really very little for the strategist in Adventure Tours. Games instead become about bashing the ‘supposed’ leader – which is more about those with good chat talking the meeker participants into thinking a particular player is winning. The only real strategy seems to be: don’t be leading after round two, then try to have a big third round very quietly. Not for me.
  • The trasher: I like this one! It’s all about table talk and hitting the right players at the right times, which is much like spinning plates. Both ways to lay cards make you a potential target, but for different reasons – going out or scoring big. You have to be a hawk, pointing out anyone who is edging an advantage – except yourself of course! And yes, I’m echoing the strategist – but from the complete other side of the table.
  • The dabbler: While aggressive games aren’t usually my thing, this one is so nice, bright and colourful that I just got swept along with it. Also the take-that cards never devastate – more hinder – so nothing you can do will put someone out of a round, for example. There is room for clever combos and lots of table talk and laughter, so for me what’s not to like once you get past the fear of being a bit snidey!

Key observations

Adventure Tours cardsIf we ignore complaints by people who were never going to like it in the first place, the most common issues with Adventure Tours are that it’s repetitive and that it drags, even for some who enjoy the game.

But simply shortening the game from three down to two rounds (or even one) will solve this – I don’t see how you really lose anything, and it brings the game much more firmly into the ‘filler’ category that the mechanisms suggest it belongs in anyway.

A bigger and related issue is that too many cards make the game last longer. Giving people more cards, for example, rarely feels ‘fun’. It feels like a necessity, while there’s no guarantee it’s even giving you an advantage – you could be handing them the perfect card. But again, this is something that wouldn’t feel like an issue if the game played shorter.

And without wishing to sound like a broken record, for a game lasting close to an hour if played ‘properly’ (ie, three rounds) there are too few options in turns of card options. Essentially they boil down to pick up cards; add extra or take away cards; defend; have an extra go, or get bonus points. You see these cards a lot – probably too much – but over a round or two instead of three I think this is mitigated.

My final concern is the advanced player powers: it’s too early to say for sure, but some of them seem really overpowered. now in the right group this isn’t a problem, as players will realise this and pick on the players with the best powers accordingly – it can actually add to the fun of the table talk. But in less boisterous groups it may be an issue.

And a quick word on the original, Mai-Star. While I haven’t played it I have seen the cards – particularly the advanced player cards – and there have definitely been adjustments made for balance. Have they worked? No idea! But they’ve certainly tried to address well publicised issues with the original and I certainly didn’t think anything in Adventure tours was ‘game breaking’. My fear is they balanced the game by making it longer.

Conclusion

Adventure Tours aidAdventure Tours isn’t a game I feel I can wholly endorse, but at the same time wit the right group I’ve had a lot of fun with it.

‘Take-that filler game’ is already a niche, so when you put it in a big box (despite nice production) and make it last more than 30 minutes you’re going to scare some people off.

But underneath is a typically simple and fun Kanai game – 12 different cards that interact with each other in interesting ways and get the table laughing and chatting. If you’ve enjoyed his previous titles this is certainly worth a look – although I’d give it the ‘try before you buy’ (where possible) caveat just in case for the reasons discussed above.

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

Sushi Go!: A four-sided game review

Sushi Go boxSushi Go!* is a light-n-fast card drafting and set collection card game originally released in 2013 and reprinted in its current form (in a swanky little tin) in 2015 from Gamewright.

Designed by Phil Walker-Harding it accommodates two to five players easily, takes less than 30 minutes, plays as young as six to eight-years-old and should cost you less than £10.

While the theme has no relevance to game play the cards (there are 108 of them) are super cute and high quality (linen finish), while the tin is nice if you like that sort of thing (I’m a box man myself!).

Teaching

The rulebook is colourful, nicely laid out and simple to follow. If you took out the cringe-worthy ‘jokes’ (which I can only hope are for the younger audience) and extraneous art they’d probably fill a single side of A4 – including several variants (one of which is great for two players).

As for teaching, it couldn’t be much simpler: deal everyone the appropriate amount of cards (dependent on player count), choose one each simultaneously, reveal and place into your tableau, then pass the remaining cards to your left. The only wrinkle is the ‘chopsticks’ card, which allows you to play two cards in your turn instead of one if you pass on the chopsticks card, but otherwise it’s rinse and repeat until you run out of cards.

Once all cards have been laid, you add up the scores. Scoring is again simple, with several standard set collection scoring methods applied across the different sets of cards. The exception are ‘pudding’ cards which are, of course, only scored at the end of your meal – which is three rounds long. No surprises, at the end the highest score wins.

The four sides

Sushi Go two cardsThese are me, plus three fictitious players drawn from observing my friends and their respective quirks and play styles.

  • The writer: While I think there’s a lot of design space still to be explored within the drafting mechanic, Sushi Go! is the perfect ‘bare bones’ usage of the mechanism: clean, fast and simple. It’s a shame about the end-game pudding scoring, as it’s the only thing stopping you finishing when it suits you; the perfect fillers can be put down at the drop of a hat when that extra player arrives, or another game finishes.
  • The thinker: While the chopsticks do add a bit of thought to the game, this is just too simple for me to really enjoy. I’m not averse to a filler game, but I’d prefer them to either test my brain or be super silly and light – for me, this game falls between those into a murky middle ground. I can see younger gamers enjoying it, but it won’t be a keeper for my groups.
  • The trasher: I enjoyed the push your luck elements here – especially with the ‘wasabi’ card which allows you to triple the score of a ‘nigiri’ card if you place one on top of it – potentially nine points, or potentially none if everyone else denies you the good ones, as wasabi is worth nothing on its own. Despite the cutesy images, this can be a nasty little take-that game in terms of denying scoring opportunities.
  • The dabbler: I love the Sushi Go! art, love the simplicity, love love love it! The two-player game doesn’t get much love, but the variant is pretty cool. You have a dummy third hand, which you take it in turns to draw a bonus card from. This throws in much more luck, but can add some really great moments when you take a risk and the perfect card drops into your hand from the third pile. Great fun!

Key observations

Sushi Go rulesFor such a simple card game, it is impressive to see Sushi Go! sitting in the top 500 games at Board Game Geek. Filler games, fairly or unfairly, average lower scores there so for such a light game to get an average above 7 is impressive. But like every game, it still has its detractors.

As this is a card drafting game, there are the inevitable comparisons to 7 Wonders. Sushi Go is often described as 7 Wonders without the depth, or 7 Wonders lite – but on the other hand, many say it ‘fixes’ 7 Wonders by taking out the pretend complexity and shortening the game considerably.

To those who say it lacks depth, may I remind you – its a filler! And to those who say it just copies 7 Wonders, may I remind you that if anything it copies Fairy Tale (from 2004) – a game it is much closer to in play style and which 7 Wonders (from 2010) also largely copied, simply adding a layer of ‘engine’ on top of a perfectly good game. If you think Sushi Go is a little too light for your tastes, Fairy Tale is definitely worth a shot.

Conclusion

Sushi Go cardsAs an exercise in distilling the idea of card drafting into a simple set collection game, Sushi Go! ticks all the boxes. Whether that’s the game for you is of course a very different question, but there really isn’t anything to hate here if you know what you’re getting into.

Personally it has reminded me of how much I enjoyed my plays of Fairy Tale, which really is a game I should add to my collection (its more of the same, but with an extra layer of complexity). But until I get around to picking it up, Sushi Go! will be hanging around on my shelves. If you’re looking for a light family game and have kids in the six to 12 age group, I’d definitely recommend it.

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

For Sale: A four-sided game review

For Sale boxFor Sale is a light family card game designer by Stefan Dorra. It takes 20-30 minutes to play, accommodates three to six players well and can be picked up for well under £20.

As the name and box suggest this a game about buying and selling properties but don’t worry – there’s nothing to be scared of here, even if you don’t usually like auction/bidding games. As the game length suggests it’s not a brain burner: instead it’s light, fun and fast.

Inside the box you’ll find two decks of cards (properties and cash) and a set of coin tokens. Everything is high quality, the cards linen-finish and the tokens chunky, while the cartoon art on the property cards is really charming.

Teaching

For Sale round 1For Sale is a game of two halves, but both are simple to teach and learn. Even better you can teach each half when you get to it, giving players less to process and remember.

Everyone starts with a handful of coins and during round one these are spent to buy properties. Once all properties have been bought (every one will finish with the same amount) they’re sold for money in round two. The aim is to finish with as much money as possible.

Before each turn of round one a number of properties equal to the number of players is placed face up on the table. From their secret stash of coins players choose in turn to either up the current bid or take the lowest value card on show (and taking back half of any coins they’d bid so far). The ‘winning’ bid pays full price, but gets the best card.

Once all properties are bought, round two begins. This time a number of money cards equal to the number of players is placed face up on the table; players bid for them with the properties bought in round one. There is an identical number of property and money cards; each round players bid one of their properties and everyone flips them over at once (called a ‘blind bid’). You take a money card in ascending order, the best property taking the highest value money card.

The system is extremely elegant. All the property cards are valued differently (1-30) and there are two of each money card (two of each valued $0-15), meaning there is never any confusion over bids – while all the players get something each round. When all the properties are spent, you add up your money cards and see who won.

The four sides

For Sale componentsThese are me, plus three fictitious amalgams drawn from observing my friends, and their respective quirks and play styles.

  • The writer: While this may look like an overly simplistic game with an uninspiring theme (pretending to be an estate agent isn’t my idea of fun), For Sale is actually one of the best ‘filler’ games I’ve played. It ticks all the boxes: good player range, easy to teach, plays fast and keeps everyone involved throughout.
  • The thinker: I’m not prone to enjoying filler games as by their nature they tend to lack depth and strategy. If it were my choice I’d play something a more challenging, such as Hive or Blokus, but there’s no escaping the fact this is a well designed game and I’m happy to play when the occasion arises.
  • The trasher: You mean I get to buy and sell houses?! Goodie! But seriously there is some fun to be had with For Sale, as any bidding game is an opportunity for table talk. You can also try and psyche people out a bit in the second half and I’ve seen some real silly card-slapping-the-table action when the mood is good.
  • The dabbler: While I don’t like auction games, I do quite like this one as it has a few things going for it. First it’s great that you get something every round so never feel out of it or under pressure. Also the art is cute and for a game that plays ages 8+ that’s important – they’ve even gone the extra mile adding a different animal to each card for the younger ones (and the young at heart!) to find and talk about as you go.

Key observations

The most important thing to note is  this is an extremely highly regarded game. With more than 3,300 players giving this a comment and an ‘out of 10′ rating on Board Game Geek you have to get past 3,150 before you find rankings below 6.

Criticisms from those who really don’t like it label For Sale as “too simple” or “uninteresting” with “no hard decisions”; “too light”, or as just a “simple auction game”. To the wrong player For Sale will be all of these things, but as the numbers above show these people are the minority. I’d suggest avoiding this game only if you have a very severe reaction to one of these gaming ailments!

My only real issue, and it’s a small one, is price. The current edition is well produced and nicely packaged, but at 60 cards and 72 cardboard coins the price tag seems a little steep. It has been put in quite a large box to fit into Gryphon Games’ ‘Bookshelf Series’ but could live in a box half the size (and has previously). However similar games (such as recent release Diamonds) have a similar price point and I don’t see it as a barrier to entry.

Conclusion

For Sale round 2I was introduced to For Sale at a London on Board gaming meetup and fell for it on my first play. It went into my collection soon after and had regular plays for a long time after.

But in 2013 it didn’t see a single play, as my regular gaming groups didn’t really do old fillers; then in 2014 it returned to the table with a bang when I got involved in a local group which includes a lot of less rabid gamers. It has gone down a storm with gamers and newbies alike, rekindling my own enthusiasm for the game.

No game is truly a ‘must have’, as opinions and tastes vary so much, but For Sale would certainly be a contender for a top 10 ‘Swiss army knife’ of titles that would meet all your gaming needs. I’ve played a lot of fillers before and after, but very few have the staying power of this classic.

For more filler and family games check out my board game ‘Where to start‘ guide.

Cherry Picking: A four-sided game review

Cherry Picking boxCherry Picking is a small box set collection card game that plays in about half an hour. It costs less than £10 and can accommodate two to six players, putting it in solid ‘filler’ territory.

As the box suggests it has an almost childlike, family friendly card style and theme that, while beautifully realised, don’t really add to the game.

The card stock is more than adequate, the rulebook clear and simple; overall it’s a very professional package (as you’d expect from publisher Zoch). Set up and pack down are also very simple as all but six of the cards form a single deck. The only fiddly thing is you have to remove certain cards if playing with two, three or four players, but this is easily done.

Teaching

Cherry Picking in playThe rules of Cherry Picking couldn’t be simpler. Players are dealt a number of cards and, on each turn, everyone will choose and play one of these cards simultaneously.

To set up, place the six different coloured ‘tree’ cards (think of them as suits) in the middle of the table. You then shuffle the deck, place a card beneath each tree, then deal the rest of the cards to the players.

In brief, you just need to tell people each card they play will allow them to take a card from beneath one of the trees and place it in their scoring area – so by the end of the game they’ll have the same number of scoring cards as they started with in their hand.

There are four types of cards: fruits (in the six ‘suits’) and three types of wild card. Once revealed they are placed in a specific order – so if a card you really want is out there, you may think you want to play a wild card that will be played early in the round.

But here’s the trick: If two of you play the same type of wild card, you keep those cards instead of taking a card from the centre. Keeping wild cards isn’t often a bad thing – in fact it may work out better than getting what you’d hoped for.

End game scoring is what you really need to get across. There is a player aid, but its the kind of ‘aid’ that only really makes sense once you know what you’re doing anyway. You basically want sets – but they have to very specific to get you 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: Cherry Picking is a game of anticipation, but as with any simultaneous choices game you’ll also need a healthy dose of luck. It’s fascinating watching as people try to work out what to do – while you’re trying to suss them out. That guy needs a cherry to make his set, but does he have that wild card you know is floating around – because you have the other and want to play it at the same time, so you get to keep it. I love this in games and it’s beautifully realised here.
    The thinker: This is a game I’m sure I could grow very fond of, especially if played with the same group over a prolonged period of time – so that we can get to know each other’s play styles. The game rewards thought but with new players there’s precious little of it going on! It then becomes a little too random, as players simply don’t really know what they’re going for. But despite its random nature this is a charming game I will seek to play more in future.
    The trasher: You mean I get to pick fruit from trees?! Where do I sign! Really, Cherry Picking is every bit as exciting as the real thing; it’s just a set collection card game with boring looking cards and no interaction. If you’re doing well, I can’t mess with you – and if I could, and tried to, I’d probably fail anyway because someone else played the wrong card at the wrong moment. I was lost at the start, bored in the middle and lost the will to live by then end. At least it was short.
    The dabbler: While pretty, I didn’t get on with this game that well. It tends to be played mostly in silence; a series of random choices leading to a rather mathsy scoring section – there just didn’t feel like there was much fun going in. We went in with hope, but once we started playing there was very little enthusiasm around the table – and those who did enjoy it seemed to express that through wry smiles, as if part of some aloof club. It’s OK I guess, but not really for me.

Key observations

Cherry Picking cardsSome players simply find Cherry Picking underwhelming. Themeless card game fillers tend to have rather obvious take-that elements or moments of great loss or triumph; and as this doesn’t it can be seen as missing one of the key elements of the genre. One person’s charming is another’s lacklustre.

Then comes the luck element: how much of the game is chance, and how much skill? When playing poker it becomes immediately obvious that the read is everything, but then bluffing is an element – and there’s no real bluffing in Cherry Picking.

But with just a bit of experience you can start to see the optimal moves and try to play around them; but of course, to do that, you have to get past those initial games where it can seem – and be – all about the luck of the draw.

And here the scoring doesn’t help much. With it only happening at the end of the whole game it can be confusing until you’ve played through once – and again, will you have liked it enough to want to play again?

Conclusion

Cherry Picking player aidPersonally, I think first time designer Jeroen Geenen should be applauded for creating a fantastic little card game; but I fear the rather lacklustre theme may mean it doesn’t quite reach the size of audience it deserves.

If you like traditional card games such as rummy I would definitely recommend you add this to your collection. The simultaneous action selection is a lovely twist on a tried and tested theme, while the multiple styles of wild card also add a lot to the genre.

The luck/skill ratio will seem out of whack for some, but often I think unfairly. This is a 30-minute filler, but doesn’t often seem to be judged on that criteria – probably due to the nature of the gameplay and the lack of table talk/take that attitude on display.

I’ve enjoyed every game I’ve played, although it should be said the two-player variant in the rulebook isn’t great (the designer has an improved one here). The game is quick, simple and cunning while giving some real head-slap moments when you just get pipped to the card you want.

Would it benefit from a more traditional theme, or some more aggressive cards to add a little spice and ways to get around some of the randomness? Possibly for some – but I like it just the way it is, thank you very much.