Sunday, November 4, 2012

Seasons: A Review

I have always felt privileged to live in a place that experiences all four seasons.  I love the falling leaves in autumn, the crisp white snows of winter, the refreshing newness of spring, and the lazy days of summer.

Seasons takes the ideas of the passing of the days and the abundance or scarcity of resources  to create a beautiful new game.



Intro

The legendary tournament of the 12 Seasons is taking place.  At the end of this 12 year competition the new Archmage of the kingdom of Xidit will be chosen.  You are a wizard competing in the tournament using familiars, magical items, and spells to win the challenge and become the Archmage.

Components

All of the component for Seasons are beautiful.  I love the playful brightly colored artwork, the big chunky dice, and high quality cards, and the nice player boards.  I also love the player colors.  It isn't just red, blue, black and green you get lime green, purple, orange, and gray!  Gray can be a bit boring but it's nice to see something besides the standard in the Seasons.

The first component is the Crystal Track.  This shows the number of crystals possessed by each player.  Crystals are not only the prestige points (victory points) in the game but also you activate some Power Cards.


The game board is nice, but small.  It is divided into three zones.  The first zone is the year track.   A black cube is used to indicate which year is being played (1st, 2nd, or 3rd year).  The game ends at the end of the third year.  The season wheel is the second zone.  Another black cube is used to indicate the season of the current round (three blue for winter, three green for spring, three yellow for summer, and finally three red for fall).  The third zone is the energy transmutation chart.  This shows how many crystals each energy type can be transmuted into with the appropriate action, depending on the season.


Each player receives four Sorcerer Tokens in their player color.  These are used to show the number of crystals each player owns, on the crystal track, the level of summoning gauge of each player on their player boards, and the number of bonuses used by each player on their player boards. 

I love the artwork and the functionality of the individual player boards.  Each player's board has three different zones.  The first zone is he energy reserve.  This is where players keep the energy they have acquired during the game.  You may store a maximum of seven energy.  The second zone is the numbers from 0 to 15.

This is the summoning gauge that indicates the maximum number of power cards a player can have in play.  The last zone is the bonus track.  The bonus track allows a player to gain an advantage during the game.  However, the player will lose prestige points at the end of the game.  The circle under the dragon is where you can keep the dice you are using during your turn.  You do not need to keep the punched out circle.

The Power Cards are the heart of the game.  There are 50 different power cards, with two copies of each.  These cards allow players to win prestige points at the end of the game and change the course of the game with their effects.  These are divided into two categories: magical items and familiars.  Magical items have purple top and bottom boarders.  Their effects only benefit their owners.  Familiars have orange top and bottom boarders, and their affects apply to multiple players. 

A Power Card is also divided into six zones.  The first zone is the name of the card, such as Titus Deepgaze.  The second zone is under the picture and this shows the summoning cost in energy / and or crystals


When there is a symbol that looks like a person, these indicate the cost of the card depending on the number of players.  The third zone shows the effect of the card, once it enters play.

The fourth zone shows the number of prestige points the card is worth at the end of the game.  The fifth zone is the game symbol and the card number.  The cards numbered 1 to 30 are the basic cards, which are ideals for playing games with beginners; the cards numbered 31 to 50 are more complex cards.  The last zone is the type of effect of the card, indicating when its effect is applied.

One of my favorite components are the big, chunky season dice.  There are a total of 20 season dice, divided among the four colors.  The blue dice are for winter, the green for spring, the yellow for summer, and the red for fall.  At the beginning of each round, the dice corresponding to the current season are rolled.  Each face of the die offers players one or more actions they can perform.  They also allow player to determine how many spaces the season marker moves on the season wheel at the end of the round.  The dice are nicely etched and easy to read.


There are also energy tokens in four different types:  air, water, fire, and earth.  These are more or less rare depending on the season.  These tokens allow players to summon and activate some power cards and earn crystals through transmutation. 

The last components are the library tokens.  These are round disks showing Roman Numerals II and III.  The library tokens indicate the power cards that refill a player's hand during the second and third year of the game.


Set-Up

Set-up is pretty fast.  You first put the game board in the middle of the table.  The black year token is placed on the numbered "1" of the year track and the season token is placed on the space numbered "1" of the season wheel, as shown.  The number of dice placed depends on the number of players.  With two players place three dice of each color (chosen randomly) in the corresponding spaces.  With three players, place four dice of each color, chosen randomly.  With four players, place all five dice of each color.

Next, place the crystal track next to the game board and place the energy tokens next to the crystal track on the energy stockpile.

Next players need to choose the game's difficulty level.  If you are just learning the game you may want to start out at the "Apprentice Wizard" or beginner level.

Because choosing the nine cards you will use during the game can be difficult when you are learning the game there are sour pre-constructed sets of power card.

Instead of taking step 1 of the game phase, each player gets one of the predefined cards. The cards numbered 31 to 50 are returned to the box.  Then each player begins the game at the "Constructing Your Deck" step of the prelude.  The rest of the rules remain unchanged.

Players will more experience may want to try the "Magician Level" or the intermediate level.  In this level players will first choose their nine power cards during the prelude from the cards numbered 1 to 31.  Cards numbered 31 to 50 are not used.

Players with lots of experience will want to play at the "Archmage Level" or the advanced level.  Players at this level will use all 50 power cards.  Cards 31 to 50 have more complex effects than the basic cards.

After deciding on the difficulty of the game player will choose their individual boards and place them in from of them.

They will take the four sorcerer tokens in their color and place one token on the zero space at the bottom of the crystal track.  One token is placed on the second zero space at the top of the crystal track.  This token is to indicate hundreds when a player goes over 100 crystals.  One token is placed on the zero space of the bonus track of the individual board.  The last token is placed on the zero space of the summoning gauge on their board. 

Each player then takes a Library I and Library II token.  All the power cards are shuffled and nine are dealt face-down to each player.  The remaining cards are placed next to the game board.  These form the draw pile.  If at any point the draw pile is empty, reshuffle all the cards in the discard pile.  This cards form the new draw pile.  The youngest player goes first.


Game Overview

Seasons takes place over two distinct game phases.  In the first phase, called the prelude, the players choose nine power cards.  These will determine their strategy for the second game phase.  In the second phase, called the tournament, the players have three years to acquire as many prestige points as they can in order to claim the title of Archmage of the Kingdom of Xidit. 

First Game Phase - The Prelude

1.  Choose your nine power cards

Each player looks at the nine power cards which were handed to them.  From these cards, they choose one and place it face-down in front of them.  The remaining cards are placed between them and the player to their left.  Once all players have done this, each player picks up eight cards given to them by the player to their right.  Once again, they choose one, which is placed face-down in front of them, with the first card selected.  Players repeat these steps until no more cards are left to be chosen.  At the end of the phase, each player will have nice face-down power cards in front of them.


2.  Constructing your deck

From the nine power cards chosen, each player should assemble three sets of three cards each.  The first set forms the player's hand, as it corresponds to the cards with which the player will begin their tournament. 

The second set is placed under the Library I and Library II tokens and will be added to the player's hand during the second and third year of the tournament.  At any point during the game, the player may look at the cards. 

Second Game Phase - The Tournament

The tournament takes place over multiple successive rounds, at the end of which the winner of the game is chosen.

1.  Beginning of the round

A.  Roll the Season Dice

The first player of the round takes the season dice corresponding to the current round's season, as indicated by the season token, and rolls them.

B.  Choosing your Season Dice

Each face of the dice is made up f one or more symbols.  Each symbol corresponds to an action that the player will be able to take during their turn.  From among the dice rolled, the first player chooses one and places it in front of them.  Then, the player to their left does the same while taking one of the remaining dice.  This is repeated until each player has chosen a die.  There will be one remaining die on the table.

Because there's always a number of die present equal to the number of players plus one, the last player of the round always has a choice between two season dice.

2.  Players' turns

Once each player has chosen their season die, each player takes their turn in order, starting with the first player and proceeding clockwise.  A player may take as many actions as desired during his or her turn:  perform the action(s) of their season die, summon / activate one or more of their power cards, and use one or more of their bonuses from their individual board.

A.  Actions Linked to Seasons Dice

On their turn, a player may take the action(s) offered by the season die they've previously chosen.

Energy Symbol - If an energy symbol is present on the die chosen, the player gains the type of energy shown.  The player takes from the stockpile, the number and type of energy shown on the die and places it (them) in their reserve.  Depending on the season of the current round, some energy types will be more or less abundant.  At no point can a player have more than seven energy tokens in their reserve.

If the player already has seven in their reserve and a new action would grant them new ones, they may keep only seven from among their tokens, and the decision must be made before taking new actions.


Number - Gain Crystals - When a number is present on the die chosen, the player gets as many crystals as the number on the die.  That player moves their sorcerer token along the crystal track a number of spaces equal to the number of crystals earned.  A player with the "gain crystals" action on their die cannot refuse to take them. 

Star - Increase their summoning gauge - when the star symbol is present on the die chosen by a player that player increases their summoning gauge by one.  this gauge indicates the maximum number of power cards a player may have in play.

Card - Draw a Card - When the card symbol is present on the die chosen the player draws a Power Card.  The player can keep it in their hand or discard it.  There is no limit to the number of cards a player can have in their hand.

Transmute Energy - When the transmute energy symbol is on the die chosen by he player they can transform one or more of their energy token in their reserve into crystals.  They have until the end of their turn to do this.

In order to determine how many crystals each energy type can be transmuted into, the player checks he transmutation chart present on the game board.  This shows, depending on the season, how many crystals each energy type can be transmuted into  

The transmutation energy rate depends on the season and is thus separated into four zones.  One ring corresponds to each season.  The energy symbols present on the outer circle always transmute into a single crystal, the energy symbols present on the central circle into two crystals, and those present on the inner circle into three crystals. 



A player who is using transmutation chooses the energy tokens they wish to transmute from their reserve.  They then refer to the transmutation chart of the turn's season, in order to decide how many crystals of each energy is transmuted.  The player then moves their sorcerer token on the crystal track as many spaces as crystals earned.  The transmuted energy token are discarded.

Remember, the transmutation action is valid until the end of your turn.  You may transmute energy tokens from your reserve, take another action, and then preform another transmutation.

B. The Actions Linked to Power Cards: Summoning and Effects

1.  Summoning a Power Card

The Power Cards have many effects on the proceeding of the game.  In order to use their powers, they must be summoned, meaning brought into play.  To do this, a number of criteria must be fulfilled:
  •  their summoning costs must be paid, meaning the player must discard the type and amount of energy and/or crystals required by a power card's summoning cost.
  • have an summoning gauge full enough to summon them.  Thus, to summon a second power card, a player's summoning gauge must be at least two

Once all these criteria have been met, the power card is summoned and is considered to be in play.  This card is placed face-up in front of the player's individual board.  The player who has just summoned it then reads the effects to his or her opponents, so that all players are aware of its effects.  

Important Notes:
  • multiple cards can be summoned during a turn, as long as the prerequisites are met
  • a player can have the same power card in play twice the card's effect is cumulative
  • there is no limit to the number of power cards a player can have in hand
  • if the effect of a power card breaks one of the game's rules, the card's effects take precedence
2.  The types of effects of Power Cards

The types and effect of Power Cards determine at what time the effect of the card which has just been summoned must be resolved.  There are three different options.

The "when entering play" effects - the cards effect trigger only when the card has just been summoned.

Permanent Effects - the effects of this card last for the remainder of the game, unless it is removed from play.

Activation Effects - the effects of the power card can only trigger when the card is activated by the player who owns it.  It can activate at most once per round, as soon as it is summoned.  To use the activation effect of one of their card a player must:
  • turn the power card 90 degrees.  The card so turned is straightened only at the beginning of the next round.  A card already turned cannot be turned a second time in a given turn.
  • pay the activation cost of the card.  In order to be activated, some power cards require a prerequisite, such as sacrifice of a card.  If you cannot pay the activation cost, you cannot use the effect, either.
Once these two prerequisites are met, the player can apply the card's effects.


C. The Actions Linked to Bonuses

During the game, a player can use up to three bonuses.  These actions offer extra advantages to the player.   On the other hand, the player loses prestige points at the end of the game.

There are four types of bonuses.

Trade Energy - by using this bonus, you may trade two energy tokens, of your choice, from your reserve for two energy tokens from the stockpile.

+1 Transmute - By using this bonus, you can transmute energy tokens from your reserve.  Refer to the season's transmutation rate and add an additional crystal for each token transmuted.  Thus, an earth energy token which would normally turn into three crystals during winter would transmute into four crystals with this bonus.

Summoning Gauge - by using this bonus, you can increase your summoning gauge by one.

Draw Two Cards - by using this bonus, instead of the "draw a card action from your season die, draw two power cards.  Put one in your hand and discard the other.

A player can only use a maximum of three bonuses during the game.  They can use the same bonus three times or use different bonuses each time.  They can use all three during the same round or during different rounds. 


Resolution order of actions of the player's round

The "gain energy" and "gain crystals" actions on the seasons dice must be resolved before taking any other action.  Once these actions are resolved, the players may perform the other actions in order of their choosing. 

3.  End of Round

When all of the players have finished their turns, it's the end of the round. 

Moving Forward on the season wheel and changing seasons

At the end of the round, the number of pips shown by the die that wasn't selected by any of the players should be noted.  The season token will move that many spaces forward.  The distribution of all the game's dice is identical: two faces with a one, two faces with a two, and finally two faces with a three.  Thus, the speed of the game varies depending on the die that hasn't been picked by the players. 

At the end of the round, when the season token crosses the 3, 6, 9 and 12 spaces, a change in seasons occurs.  The change of season may trigger the effects of some power cards.


Change of Year

When the season token moves from space 12 to space 1 on the season wheel, a change of year occurs.   The year token in the middle of the board is moved forward one space.  As the players enter the second or third year, they add to their hand the power cards stored under the corresponding library token.  If a player still has power cards in their hand from the previous year, they keep those cards in hand and add the new cards that they have just gained.


Choosing a New First Player

The player to the left of the first player becomes the new first player.  That player rolls the dice corresponding to the season indicated by the season token on the season wheel.  A new round begins. 

4.  End of Game

The game ends immediately when the season token crosses the 12th space on the season wheel during the game's third year.  The players then total up:
  • the total of their crystals.  Each crystal is worth one prestige point
  • the prestige points present on their power cards in play
From this point total the players subtract:
  • five prestige points for each power card remaining in their hand
  • any penalties present on their bonus track
 Any unused energy at the end of the game are worth no prestige points.



The player with the most prestige points is name the new Archmage of the kingdom of Xidit.  In case of a tie, the player who has summoned the most power cards wins the game.


My Thoughts

Seasons is a beautiful game; the artwork is bright and whimsical, the components are of high quality, and set up on the table the game just looks inviting.  Beyond the cuteness of the cards, you find a game that is both deep and fulfilling.  I know some people really don't like the Crystal Chart.  Personally I like it; of course my hands are a lot smaller so they don't knock the little cubes around.  If it really bothers you I suggest using an alternative like stones or the crystals from Ascension with different sizes and values. 


The rulebook is very well done.  The pictures and text combined make for an easy read.  Questions are clarified and there is even a quick reference at the end to help refresh your memory after you haven't played the game for awhile.  Every card in the game is also described.  This is very helpful when you want to clarify the wording or just want more information on a certain card.  Because they are all numbered it is easy to quickly find the card you want. 

Another thing I like about the rulebook was the three difficulty levels.  When we first played the game and didn't know the cards, having the pre-constructed decks was useful. We didn't have to spend a lot of time reading and rereading trying to decide which cards to take, we just needed to put them into three sets and play.  As we became more familiar with the game we started drafting the cards.  I really did enjoy the card draft.  The game is more enjoyable with it.  So when you are more familiar make sure you add this to the game.

The Theme of Seasons is Sorcerers gathered together to compete to become the Archmage.  Truthfully, I'm not feeling it.  It's there as you play magic items and familiars but it still isn't the most immersive theme I've ever played.  This certainly doesn't take away from the fun of the game. 


The real fun of Seasons is the blending of different mechanisms to create a solid and elegant game.  You have card drafting, resource management, hand management and a little bit of press you luck.  With all these different mechanics you could end up with a mechanic heavy game that just feels like work.  That doesn't happen with seasons.  All the mechanics works so flawlessly together you don't even think about them as you play.

But you do need to pay attention to maximize your gameplay.  You really can't min-max in Seasons you need to do a little bit of everything or you will find yourself way behind. Finding a balance that works for you, the dice you choose, the cards you have, and of course what your opponents are doing is the key to becoming the Archmage.

Finding those card combinations that work well together is a lot of fun and it's great to see when you plans fall into place.  The game does favor experience and knowing the cards.  So experienced player will want to make sure they are kind to new comers because you are at an advantage once you have played a few times.

Because there are dice involved there is luck involved in Seasons.  I like that, I like rolling the dice and then using what comes up the best I can.  No matter what die you choose, there is always something good you can do, it may not be exactly what you were hoping for, but there is still something positive.

 
I love that the dice are all unique.  Because I play mostly two players this means that we can use the same cards but different dice and have a unique game every time.  I enjoy this variability in games.  It makes the game new every time.

While it hasn't happened yet, I do worry that there could be a runaway leader in Seasons.  There are times that I feel there is no way I can win because I am so far behind on the crystal track.  But at the end of the game when I add up my points from my cards I get very close to the winner and have even won a few games.  But I think the possibility of someone getting so far ahead of the other players is there.

There is a little bit of player interaction in cards 1-30, but you could play an entire game without affecting your opponents in any way.  Cards 31-50 are definitely more complex and offer a lot more player interaction.  So people who enjoy that will want to use a few of the higher cards in their game.

Overall I have really enjoyed getting to know and play Seasons.  The game is beautiful, the game play elegant, and the dice rolling a lot of fun.  Finding a balance and using card combinations is important to victory. 


Quick Stats:

Designers: Régis Bonnessée
Artists: Xavier Gueniffey Durin
Publishers: Asmodee, Asterion Press, Libellud,  Rebel.pl
Players: 2-4
Game Length: 60 minutes
Ages: 14 and up

Photo Credits: from www.boardgamegeek.com:  Régis Bonnessée (Siegfried)(2),Oceluna (jueguetistorias) (Oceluna), James Brooks (whitet), Rafal Szczepkowski (cnidius)(2), Daniel Danzer (duchamp), Régis Bonnessée (Siegfried), Antony Hemme (Toynan), Henk Rolleman (henk.rolleman), James Brooks (whitet), Daniel Danzer (duchamp), James Brooks (whitet)(2), Bob Rob (Najak) (2), Henk Rolleman (henk.rolleman), Doug Adams (dougadamsau), Régis  Bonnessée (Siegfried), Rafal Szczepkowski (cnidius), Antony Hemme (Toynan), Régis Bonnessée (Siegfried), Daniel Danzer (duchamp)

Monday, October 29, 2012

For Sale

With the problems the real estate market has had over the past few years, it surprising that a real estate themed game can be so amusing.  But this quick, simple, money grabbing game, makes people laugh every time.

Overview

For Sale is a game of bidding in bluffing to get the highest ranking properties and then sell them for the most profit.

Players must manage their money during the bidding and property acquisition please.  They want to purchase the most valuable properties with the least amount of money.

Then players then try to outsmart, out guess and outsell the other players during the selling phase.  They want to sell the properties for the highest-valued Currency Cards.  The richest player at the end of the game wins!

Components /Set Up

The game comes with 30 property cards numbered 1-30 and 30 Currency Cards valued ($0 to $15,000 skipping $1,000--two of each.)  These cards should be separated by type and shuffled into separate piles.  The Currency Cards should be set aside for use in the second half of the game.  The property cards are placed face down as a deck.  


The game also comes with 60 silver $1,000 coins and 12 gold $2,000 coins.  In a 3 to four player game each person gets two $2,000 coins and fourteen $1,000 coins.  In a 5-6 player game, each player gets two $2,000 coins and ten $1,000 coins. 


With three players, remove six properties and six currency cards from the game without looking at them.  With four players remove two properties and two currency cards.  These cards are discarded and placed back in the box.

How to Play

There are two phases to the game.  During Phase One, players will be buying properties and then selling them during phase two.

Phase One:  Buying Properties 

Setup:  Turn face up the number of property cards equal to the number of players.  For example, three cards for three players.  All the face-up properties will now be auctioned so that no player goes empty handed.  Each player may bid or pass.  




Bidding:  The player who lives in the largest house begins and lays down any number of his coins onto the table. Play then continues clockwise around the table. The next player must decide whether he will bid or pass.  If they bid, the bid amount must be more than the previous bid.  Bidding continues around the table for as many times as necessary until all players have passed.  



Passing:  If a player passes, he takes the property that remains on the table with the lowest value.  He also takes back half his bid (rounded down).  For example if a player had previously bid $3,000, but decides to pass, they take back $1,000 into their hand. The rest of the money is returned to the bank and is placed out of the game.  After all players but one have passed, the remaining bidding player takes the highest valued property, but pays the full amount of their bid to the bank.  It is not necessary to bid anything to gain a property.  You can pass, pay nothing and secure the least valuable property at no charge. 

Tip:   Keep your money secret. 

Purchased properties are placed face down in front of the player who purchased them.  The player who took the most valuable property turns over the next set of Property Cards for auction and continues to p0lay by bidding or passing.  This continues until all of the Property Cards have been sold.  When this occurs Phase 1 is finished.  Unused coins are kept by the players.  They will be worth their face value at the end of the game. 


Phase Two:  Selling Properties

Now players are going to sell their property cards and earn some money.  In this phase, the Property Cards will be sold for Currency Cards.  As in Phase 1, the same number of Currency Cards will be turned face up as there are players.  Each player takes his Property Cards into their hand and places one Property Card face down in front of them.  Once all players have a face-down property card, they turn over the cards simultaneously.  The player who has played the most valuable Property Card takes the highest-valued Currency Card.  The player who has played the second highest valued Property Card takes the second highest-valued currency card, and so on.  Property Cards are then discarded from the game.

Game End

The game ends when all players have sold all of their properties.  Players add up their Currency Cards and remaining Coins.  The richest player wins.  Ties are resolved in favor of the player with the most remaining coins. 


My Thoughts

Most of my friends are gamers and it can be very difficult to entice them into playing a game.  One game that has been a hit is For Sale.  Now, it helps that the theme of buying is selling appeals to them, but the simple and fast game play may be the bigger selling point.

For Sale is definitely easy to teach to new comers.  The two phases can be broken up and explained separately so players can start Phase One, after a few minutes of rules explanation.  As the properties are placed on the table there are usually a few good chuckles as players view the artwork.  I must admit the outhouse card is pretty funny and the idea of selling a space station is also rather amusing.  I like the cartoon artwork of the cards.  It really goes along with the fun light-hearted nature of the game.

Because it is a card game there is definitely luck involved in the game.  All the highest priced cards may come out at once and players might end up paying very little for a really good card.   The strategy of Phase One comes in as players decide when and how much to bid.  Managing your money and knowing when to bid high or low is very important during this phase. 

And, like in the real world, players just might drive up the bidding price to encourage their opponents to bid just a little bit more.


As players gloat over their acquisitions from Phase One the fun begins again as the Currency Cards show up to the table.  That element of poker, not showing your hand, pushing your luck, and hoping you have the best strategy kicks into high gear in Phase Two.  Now players must read their opponents, remember the properties they acquired, and make the best choice of property to put down.  Being able to bluff would be a bonus in this round.  In the end, this phase always brings more laughs as players realize that the manhole just sold for $7,000. 

No matter the outcome, players are smiling at the end of For Sale and of course asking to play another round.  Non-gamers, hobby gamers, families and so forth could get a lot of enjoyment of this simple game.  It a light filler that will remain on my shelf for years, not only because I enjoy it,  but my friends do, as well.

Quick Stats

Designers: Stefan Dorra
Artists:Alvin Madden, Klaus Wilinski
Publishers: F.X. Schmid, Gabinete Lúdico, Gryphon Games, Ravensburger, Überplay, Wargames Club Publishing, Взрослые дети
Players: 3-6
Game Length: 20 minutes
Ages: 8 and up

Picture Credits: Penny (kittyangel), Gábor Iványosi-Szabó (Artax), Jed Hastwell (nnjed), Ender Wiggins (EndersGame), Michael Jordal (Jormi_Boced)(2), Ender Wiggins (EndersGame),  Fred CS (Gryphon Eagle), Agnis Skuskovniks (Biku-Beku), Ender Wiggins (EndersGame)
 
Thanks for sharing your great pictures!

Saturday, October 13, 2012

Timeline: Inventions

As you pop open that can of soda or erase that stray pencil marks from your paper do you ever wonder when these things were invented or which was invented first?  Was the ball point pen invented before or after the rubber band?  Was penicillin discovered before the rabies vaccine?  They are all important inventions and discoveries, but do you know the answers?

Timeline provides those answers in a novel little game.  It that takes something very educational, a timeline, and makes it into a fun, fast paced trivia game. 

Components / Set - UP

There aren't many components that come with Timeline, but the ones that do are very nice.  There are 109 small cards with the name of the invention and its image on one side and the same information plus the inventions or discovery date on the other side.  These cards are very small.   I would prefer larger cards, but the size works for the game.  The artwork is lovely and the cards are all easy to read.  The different themes of the cards (Inventions, Discoveries, Historical Events, Monuments, Arts & Literature, Music) are color coded on the date side of the cards.  Those who are color blind don't need to worry, the colors are not critical to the game.

The other great component of the game is the nice tin that the game comes in.   It is small but all the cards fit nicely in the insert. The tin is very eye catching sitting on the self.

To set up the game you first shuffle all the cards and deal a certain number to each player.  For 2 to 3 players each player receives 6; for 4 to 5 players 5, and 6 to 8 players 4.  Experienced players are free to agree at the start of the game if they wish to start with a different amount of cards.  These cards are placed "date side" down in front of each player.  The rest of the cards are placed in the middle of the table.

The first card from this pile is placed "date side" visible in the center of the table.  This will be the first card in the timeline.

Goal of the Game

To be the first player to place all your cards correctly in the time line and be the only player with no cards remaining in front of you at the end of a round.

Game Play

The game is played over a number of rounds.  In each round, the players take turns clockwise.  A round is complete after all players have taken a turn.  To begin the game, the first player must play one of his or her cards next to the starting card.

If the start player thinks that the invention or discovery on the card was made before the starting card, he or she places the card to the left of the starting card.  If they think the invention or discovery was after the starting card, they place it to the right of the starting card.

After a card is played, turn it over so the "date side" is showing, and check that the card has been placed correctly in chronological order.

If the card was placed properly, it is left there, "date side" up, and the player's turn is over.  If the card was not placed properly, it is returned to the box.  The player must draw the first card from the card pile and place it in front of him or her "date side" down, next to their other cards.

Now the next player begins their turn.  If the first player has played his or her card properly, the second player can now choose between three spaces in which to place their card: to the left of the two cards already player, to the right, or in between them.

If the first player hasn't player their card properly, the second player has two options (to the right or to the left of the starting card.)  If the second player is able to play their card properly, it remains on the table with the "date side" visible.   The timeline is simply rearranged so that the a space is left between each card.  

Players continue taking turns this way until one or more players has successfully added all their cards to the Timeline. 

Special Rules

During the game, it is possible that a player will play a card with the same date a a card that has already been played.  In this case, he or she must play the two cards adjacent to each other.  the order of these two cards does not matter.  

End of the Game

At the end of each round, check to see if any player have no cards in front of them.  If no one was able to play their last card correctly, start a new game round.  If one player correctly player this last card they win the game.

If more than one player correctly played their last card in the same game round, the game continues.  All players who played their last card remain in the game and the other players are eliminated.  The remaining players each draw one card from the card pile, and they continue playing until there is only one player in the game round who plays his or her last card correctly.  The player who does this wins the game.


In Short

When it is your turn, you must play one of your cards in the correct "point in time."  If you play the card correctly, you will have one less card in front of you.  If you play incorrectly your card is returned to the box and you must draw a new card.  If you are the only player in a game round to correctly play your last card, you are the winner.


 
My Thoughts

Timeline is an incredibly simple game.  The rules can be taught in five minutes are less.  Games usually last less than 15 minutes and are surprisingly fun.  There are usually some tense moments as players debate where do place their inventions.  That tension increases as the game progresses and the timeline grows longer.  Table discussions and laughter abound as players' thoughts are confirmed or they are devastated to learn they were incorrect.

Of course people who are good at trivia, history, or science may have an advantage over the rest of us.   Yet, I've seen even the best trivia people, stumped by a few of the cards.  Also a good guess is sometimes just as successful as knowing the right answer; and it can elicit an even greater celebration when the player gets it right.

Timelines are great learning tools.  Seeing the linear development of our history puts events, discoveries and progress of human knowledge into perspective.  Families can use Timeline as both a fun game, and a learning exercise for their children.  

Younger children may struggle with the dates and unfamiliar inventions so 8 seems light a good starting point for this game.  Parents probably would also have the advantage of age and prior knowledge over their children, but you might be surprised on knowledge and thought process of your children.

There are certainly some concerns will players eventually learning and remembering the dates on the cards.  There can also be some debate about whether some dates are correct.  The new versions of the game, Historic Events and Discoveries, should add some re-playability as cards can be mixed in or removed.   I haven't been able to pick up these but I they are on my want list.  I love the novel, simple, and elegant game play of Timeline.  It great to play with family and a fun filler for hobby gamers.  If you end up memorizing some of the dates should you really be upset at the game, or thank it for teaching you something.  Either way, Timeline is yet another game that makes learning fun!


Quick Stats:

Designers: Frédéric Henry
Artist:  Xavier Collette, Nicolas Fructus
Publishers: Asmodee, Hazgaard Editions, Kaissa Chess & Games, REXhry
Players: 2 -8
Game Length: 15 minutes
Ages: 8 and up


Picture Credits:  Rob Robinson (zombiegod), Rafal Szczepkowski (cnidius)(2), Rob Robinson (zombiegod), Rafal Szczepkowski (cnidius), Rob Robinson (zombiegod),  Dashiell Pinar (Chuke95)

Thanks for sharing your wonderful pictures!

Friday, October 5, 2012

10 Days in Europe: A Review

Out of the Box Games is known for making games that are both fun and educational and games that are easy to learn, but make you think.  Of their games, my favorite series has to be the 10 Days in Series.

These games help you learn geography while presenting you with a simple yet thoughtful game play.

Components / Set Up

I really appreciate the quality of the components in the 10 Days series.  The tiles, the card holders, and the box itself will hold some abuse.

Since I use these games a lot in the classroom they certainly see some abuse.  I don't feel like I have to worry about hovering over the game to make sure the students use it properly.

The game comes with 48 Country tiles.  These are heavy card-stock.  The countries are one of five colors: green, blue, orange, pink or yellow.  There is one tile per country, except for Denmark, France, Russia, Germany, Spain and Sweden, for these there are two.  There are also 19 transportation tiles.  There are no tiles for Andorra, Gibraltar, Liechtenstein, Malta, Monaco, San Marino, and Vatican City.  These countries are also not listed on the board.

The tiles show the name of the and the name of the capital, a outline map of the country with the location of the capital, the population, and the square miles of the country.

There are 2 airplane tiles of each color.  And there are nine ship tiles: four for the Atlantic, three for the Mediterranean, and two for the Baltic Sea.

When you pick up the box you will notice how heavy it is.  Most of the weight comes from the wooden card holders.  Each player gets two of these were they will secretly store five tiles in each holder.

The board is a Political map of Europe with the countries colored the same color as the country tiles.  All the countries and seas are labeled.

The game is set up by putting the board in the center so that every player can play it.  Its purpose is as a reference for the color and location of the countries.  Nothing else is placed on the board. 

Each player is given one set of tile holders and places them in front of them so that they can see the Days 1-10 displayed in order, facing that player.  All the country and transportation tiles are placed face down in front of the players and mixed.

Object of the Game

Players are trying to use the country and transportation tiles to chart a ten day course across Europe.  The first person to complete a journey, where each day connects to the next day is the winner.

Game Start

Players must first fill their tile holders.  They do this without taking turns.  Each player will randomly draw a tile, look at it, and place it into any open location, Days 1-10.  Players will continue to draw, and place, one tile at a time, until all players have placed ten tiles in tile holders.  Once a player places a tile they may not be moved within the holder.  However, a tile may be replaced during a players turn.

Players need to make sure that the others cannot see your tiles.

After the players have filled their holders, all remaining tiles should be stacked, face down, to form a draw pile.  The top three tiles should be placed, face up, next to the draw pile to form the discard pile.

Now, select a player to take the first turn. Turns will continue clockwise.

Game Play

During a players turn they will draw a tile and then place the tile.  Players may select the top tile from one of the three discard piles OR the top tile from the draw pile.

If a player depletes the draw pile, all tiles in the three discard piles, except the top tile on each pile, are shuffled together to form a new draw pile.

Next, the player must  replace any one of the ten tiles in the tile holder with the drawn tile, or discard the tile, face up, onto one of the three discard piles. If the player replaced
a tile in the tile holder, the replaced tile is discarded, face up, on one of the three discard piles.

If the player selected the last tile from a discard pile, that tile must be replaced by the newly discarded tile. As a result, players will always be able to select from three discard piles, as well as the draw pile.

Making Connections

Tiles should be placed so they make connections in one of three ways:  connections by foot, connections by ship, or connections by airplane.

Connecting by Foot: Players may travel by foot from one country to a bordering country. The bordering country tiles are connected to each other when they are positioned side-by-side in the tile holder.

A solid black line across a body of water indicates a connection by bridge and a broken black line indicates a connection by ferry (therefore by foot). Two country tiles are considered connected if there is a black line, solid or broken, connecting the two countries on the map, or if they are located next to each other.

Connecting by Ship: Players may travel by ship from one country to another country by sailing on the sea or ocean which borders both of the two countries being connected. When a ship tile is positioned between the two country tiles, these three tiles are connected to each other. Ship tiles may only be used for making connections on the sea or ocean designated on that tile.


Connecting by Airplane: Players may use an airplane to fly from one country to another country of the same color. When the airplane tile is positioned between the two country tiles, and is the same color as both country tiles, these three tiles are connected to each other.

Winning the Game

If at the end of a player’s turn, that player has a completed ten day journey, they win 10 Days in Europe!  But, they must show that each day is connected to the next day in his or her tile holder.

For the journey to be complete it must also meet the following criteria.   The completed journey must start with a country tile and end with a country tile.  Five countries have two tiles each, indicted by the * symbol. Two tiles from the same country may be included in a completed journey as long as the tiles are not placed next to each other.   It is not necessary to include either an airplane or a ship tile to complete a ten day journey.  Transportation tiles placed next to each other, do not form a connection.


My Thoughts

I have found that the 10 Days In Series are a group of intellectually challenging games who can be used in a variety of settings. The rules are simple to teach and easy to remember.  After just brief explanation of the rules you can get started. Players will soon realize that though the rules are simple, and the idea of connecting ten days of a journey seems easy but actually completing the journey can prove a challenge.

There is a bit of a poker element to the game.  You need to hide your plan from you components and not give away a good or even a bad hand.  You cannot give away what countries or transportation tiles you need, but it isn't always easy.  I also like the push your luck elements of the game.  You may really want that Germany tile, but it isn't in the correct space.  So, do you put it in the discard pile hoping it isn't covered or taken by another player?  Or, do you just leave it where it is and change you original plan.  I seem to change my plan quite often during this game.

There is no denying the educational element of this game.  I certainly have used multiple copies in my classroom.  Many times students resist games that seem educational.   That has never happened with this game.  Students love the tiles, the map, and of course the tile stands.  They like looking at the stats on the tiles and trying to say the names of the capital cities.   Reykjavik stills stumps most of them.

I do wish that they perhaps had chosen some different statistics than population.  While population doesn't change much from year to year, it does change every year.  Perhaps a more stable statistic such as highest or lowest point would have been a better choice.  But this is certainly a minor complaint.  And while the artwork is nice and simple it also seems a little bland.  If they ever made a 10 Days in Beautiful Europe, as they did for Africa, I would be tempted to purchase a new set.


10 Days in Europe is just as comfortable on the kitchen table as it is in the classroom.  It is a wonderful family game.  Those people looking for a really deep exciting game won't necessarily find it here.  If you want a game that you can play with both young and older family members this is a game for you. 

The theme won't scare anyone off.  While it does involve geography you don't have memorize the map since it is right there and don't worry, it isn't cheating to look.  There may even be some fun discussions of where exactly is Macedonia again or do you the capital of Latvia?  

While I like all the games in the 10 Days Series, Europe is definitely my favorite.  I like the ship connections and the using the ferries to connect countries.  I use this more in my classroom than in my home yet it has been a hit with my family.  So if you are looking for a gateway / family game that isn't Ticket to Ride, give the 10 Days in Series a try.  I don't think you will be disappointed.


Quick Stats:

Designers: Grafik Studio Krüger, Alan R. Moon, Aaron Weissblum
Artist:  Grafik Studio Krüger, Cathleen Quinn-Kinney, John Kovalic
Publishers:  Out of the Box Publishing,  Schmidt Spiele
Players: 2 - 4
Game Length:  30 minutes
Ages: 10 and up
Mechanic:  Hand Management, Set Collection

Picture Credits:  from www.boardgamegeek.com - W. Eric Martin (W Eric Martin) Andreas Resch (Gonzaga), Dede Kurnia Kardiman (ddkk),  Mike Hulsebus (mikehulsebus), David Namaksy (Geosmores),  Mike Hulsebus (mikehulsebus),  Chris Fenwick (fenwic,  Ryan Mayes (Malaiser), Mike Hulsebus (mikehulsebus)(2)

Thanks for sharing your beautiful photographs!


Sunday, September 9, 2012

Agricola: All Creatures Big and Small

When I think of a game theme that will grab my attention farming usually isn't on top of my list.  Yet two games involving farming. by Uwe Rosenberg, have certainly found a spot in our collection.

The original Agricola is a strategic worker placement game the forces concentration and sacrifice in order to create the most productive farm while making sure to feed your people.  

All Creatures Big and Small follows along on the success of the original.  The game play and scoring feels similar but the tension of feeding your people is replaced with the tension of breeding all four animal types. 

It's lighter and faster but still captures the tension and decision making I enjoyed in original.  Plus it focuses on my favorite part, the animals!


Object of the Game

Players are both farmers raising sheep, horses, cattle, and pigs.  They have three workers who do the work on the farm.  These workers build stalls, enclose pasture, and upgrade the farm.  The stalls can become stables and players can even upgrade their home.

Each round of the game the workers carry out one action each.  Each action can only be used once per round.  You opponent may block you from taking an action you wanted.

At the end of the game the player who has raised the most animals and built the most valuable buildings will win the game.

Components / Set Up

The small game board is set in the middle of the table.  Each player is given one of the farm boards.  This should be placed in front of them with the forest at the top and the path at the bottom.  They should also be given their three workers; round discs in either blue or red. 


There are four special buildings including the Half-Timbered House, Shelter, and Storage Building.  These are set out next to the game board. With these you can place the four stall tiles that have stables on the reverse side.  There are four farm expansions that should be set to the side of the game board.  The 10 feed troughs, which look like wooden stables, should also be set to the side.  All of these components make up the general supply.

Each player then receives 9 yellow boarders and the remaining 8 are placed next to the game board near the "expand" action space.

There are also 22 wooden sheep, 16 pigs, 13 cows, and 14 horses.  Other wooden components include 17 wood, 15 stone, and 5 reeds.


There is also a start player marker and a score pad for end of game scoring included with the components.

All the components are of high quality.  I don't like how big the worker discs are and that the water troughs look more like stables.  Otherwise I'm very pleased with the components.  I'm very happy that the animals are all wooden meeples and not blocks.


Game Play

Players take turns choosing actions from those indicated on the game board.  I'll explain each of the possible actions soon.

The Rules of Raising Animals

Animals can be kept in pastures and in buildings.  Feeding troughs improve the potential for keeping animals. 

Keeling Animals in Pastures

You use the borders to enclose your pastures.  Each fully enclosed pasture can hold up to 2 animals per space.  Each pasture can hold a single animal type.  You are allowed to have pastures with unfinished borders but they cannot hold any animals.  It doesn't matter if the borders are made of wood (fences) or stone (as walls).  You do not need to distinguish them.


Keeping Animals in Buildings

Animals can also be kept in buildings.  Buildings get built on farm spaces that do not have any building tiles on them.  Buildings also make it easier to enclose pastures, as 4 borders are also depicted around each building tile.

When a building gets built adjacent to per-existing borders,
    ....the borders illustrated on the building to not provide any additional benefit.
    ....you may not return the previously built border to your supply

It is often smart to partially enclose pastures in order to later use a building to finish them and save valuable borders.

The Cottage:  You may keep exactly 1 animal in the cottage as a house pet.  The half-timbered special building lets you upgrade your cottage and keep additional animals.


Stalls and Stables:  Each stall can hold up to 3 animals of the same type.  You can upgrade your stall to a stable.  Each stable can hold up to 5 animals of the same type.  A stall costs  stone and 1 reed.  Upgrading to a regular stable costs either 5 stone or 5 wood.  When upgrading to a regular stable turn the stall tile over to the stable.  In addition to regular stables there is also one Open stable tile in the game.  It is a special kind of stable.

Special Buildings:  In addition to stalls and stables, there are also special buildings.  The cottage you start with counts as a special building, as do the Half-Timbered House, Storage Building, Shelter, and Open Stables.  The number of animals you can keep in a special building is indicated by the number on the bottom right of the tile. 

Keeping Animals with Feeding Troughs

Feeding troughs double he animal number that can be kept both in pastures as well as buildings.  A feeding trough on a farm space that does not belong to a fully enclosed pasture can keep exactly one animal.  You are allowed to build a maximum of one feeding trough on each occupied or unoccupied farm space.    Although you can build only one feeding trough on each farm space, you are allowed to have multiple feeding troughs in pasture made up of multiple spaces. 

You are also allowed to enclose a pasture around a per-existing feeding trough.  In that case the feeding through remains but again has a new affect. You are allowed to upgrade a stall with a feeding trough to a stable with a feeding trough.  The feeding trough remains.


Important Basic Rules

Once anything is built, it cannot be moved or removed.  Animals, on the other hand, can run around.   You allowed to move animals around or remove them from your farm at any time.

Game Play

Determine the start player.  The game is played over 8 rounds.  Each round is made up of 4 phases.

1.  Refill Phase

At the start of each round, refill some of the action spaces on the game board with the goods printed on them (even if there are goods left on them from the previous round).   You can recognize these spaces by the refill arrow on them.  Do not place any goods on action spaces without the refill arrow.

The "good 1(good 2)" graphic on the game board indicates that you add one good 1 to the action space if it is empty but add good 2 to the space if it is still occupied.  Make sure you do not forget to add the yellow borders to the "expand" action space, as these borders "count" the eight rounds the game lasts.


2.  Work Phase

Starting with the start player, take turns placing exactly one worker.  Immediately carry out the action on the chosen action space.  It is important to remember that occupied action spaces are blocked to other workers until the end of the work phase.  The work phase is over once all six workers have been placed.


If you choose an action space with good on it take all the goods.  You are not allowed to choose an action space without carrying out the associated action.  Building materials you receive get added to your supply.  Animals must be kept on your farm board.  Animals you do not have room for immediately run away and are returned to the general supply.  Pastures, stalls and feeding troughs help you prevent this from happening.  Remember, you can always move your animals around on your farm.

Some examples of action you may take:

Start Player and 1 Wood:  Take the start player marker.  Also take one wood from this space and add it to your supply.

Horses and Sheep:  Take all the animals from this apce and either keep them on your farm or let some (or all) run away

Millpond:  Take the reed from this space and add it to your supply.  Also take all the sheep from this space and either keep them on your farm or let some (or all) run away

3.  Home Phase

At the end of the work phase, all workers return to their farms.

4.  Breeding Phase

Animals are breed at the end of each round.  If you have at least two animals of the same type, you receive another one of the same type.  You at most get 1 sheep, 1 pig, 1 cow, and 1 horse per breeding phase.  Even if you have 2 sheep in one pasture and 2 more on another pasture, you only get one additional sheep. 

Newborn animals that you do not have room for on your farm immediately run away and are returned to the general supply.

Start Player

The start player marker does not switch automatically in this game.  You must choose a specific action in order to receive the start player marker.


Game End and Scoring

The game ends after 8 rounds.  You can tell which round it is by the number of yellow boarders left in the general supply since one is added to the game each round.  Total you points at the end of the game.

Count how many animals you have total.  Each animal is worth 1 point.  This is your "basic" animals score.  You then score bonuses according to the table on the side of the box.  Note that if you have 3 or fewer of an animal type you will lose three points.  After the 13th sheep, the 11th pig, the 10th cow, or the 9th horse you score 1 extra point for each additional animal.


The total of all your bonus points is your "bonus points" score.  Each farm expansion where all 3 farm spaces have been used is worth 4 points.  A farm space is used if it has a building on it, a feeding trough on it or is part of a fully enclosed pasture.  It is unused if it is part of a pasture with unfinished or no borders.  Farm expansions that have not been fully used are worth no points.  Scoring farm expansions is independent of whether your starting farm was fully used or not.

Buildings are worth the points indicated on them.  Buildings are stalls, stables, and special buildings.  The storage building points depend on how many building materials you have in your supply. 


Winning the Game

The player with the most points is the winner.  In case of a tie the player who was not the start player in round 1 is the winner.



My Thoughts

Whenever a game like All Creatures Big and Small, that shares a name or mechanisms with another popular game is published, they will inevitably be compared to each other.  This can be either dangerous or advantageous to the new game.  In this case I think it's a little of both.

The tension and tough choices from Agricola are revived in All Creatures.  You want to do a million things each round but you may choose only thee and your opponent may block you from your best options.  With its fewer choices All Creatures is more limiting and more focused.  You don't need to worry about gathering food or making too many home improvements but you do need to be strategic with your limited resources and time.  You goal is to raise as many animals as possible with enough space to house them. 

I do miss being able to get more workers.  I really wish this was an option and find myself looking for that space every turn.  I understand that not having it makes the game lighter and faster, but I still wish it was a possibility. 


I also find myself missing those special abilities gained from Occupation Cards and Improvements in the original Agricola.  The Special Buildings do give you animals when built and bonus points.  The Storage shed gives you bonus for materials at the end of the game.  But there is that trill you receive from those special cards in the original that isn't there in All Creatures.  It is an unfair comparison but it is something I miss. 

These complaints aside All Creatures Big and Small is a beautiful, enjoyable game that scratches the Agricola itch without the time commitment.  I love the artwork and the bird's eye view pictures on the game boards.  Don't forget to check out the back of the boards, they haven't been forgotten.

Like Agricola the depth of play doesn't show itself in the rules but in the game play; a definite bonus in my collection.  I really like that limited focus on animals and breathe a sigh of relief when I don't need to worry about feeding my people.  The mechanics and game play are as solid as the original. 


The rules are certainly streamlined and thus I would feel comfortable playing All Creatures with a wider audience than the original Agricola.  It fits in the gateway game category but offers a depth for more experienced gamers.   The only thing that may help would be a player aide.  I know I praise these when games have them and wish for them when they don't.  A visual showing exactly how many animals can fit in a pasture or stable would certainly be helpful to me and new players.

From playing the game and reading reviews I believe it's safe to say that this a great couples game.  The rules and cuteness factor of the meeples draws people to the game.  I read about many people who have enjoyed this with their significant other.  Mine prefers the original but enjoys the lighter version.  I think I like All Creatures a little more than he does.


Quick Stats:

Designers: Uwe Rosenberg
Artist:  Klemens Franz
Players: 2
Publishers: Filosofia Edition, Hobby Japan, HomoLudicus, Lacerta, Lookout Games, Z-Man Games
Game Length:  30 minutes
Ages: 13 and up
Mechanic: Worker Placement

Photo Credits: W. Eric Martin (W Eric Martin), Tim Norris (greyelephant), Rafal Szczepkowski (cnidius)(2), W. Eric Martin (W Eric Martin), Tim Norris (greyelephant), Carmen Norris (Femelephant), Mark Schlosser (raganim), Tim Norris (greyelephant), Jason Moslander (jmoslander), Julio Riquelme (julioriquelme), Kjetil Bjornsrud (Znapperhead), Carmen Norris (Femelephant)(2), John Shepherd (MrShep), Carmen Norris (Femelephant), Rafal Szczepkowski (cnidius)

Thanks for sharing your wonderful photos!

Check out more of my reviews here:A Game Built for Two (and sometimes more) Game Reviews