Monday, January 30, 2012

Ascension

Vigil, your world, is in peril.  Samael, the Fallen God, has returned with his army of monsters.  You must fight to save your world.  Thankfully, you are not alone.  Powerful heroes and mighty constructs may be summoned to the battle.  Defeat the monsters, gain the most honor, defeat the Fallen One and you shall be known as Godslayer.



Components


Ascension is a deck-building game so the most important components are the cards.  Chronicle of the Godslayer comes with 200 cards.  These cards include the starting decks for four players (8 Apprentices, 2 Militia.) 60 "Always Available" cards (1 Cultist, 30 Mystics, and 29 Heavy Infantry).   The last 100 cards are the Center Deck Cards.

You also receive one game board and 50 Honor tokens.  25 of the tokens are 1 Honor (small clear gems) and 25 are 5 Honor (large red gems). 

Object of the Game:

Players try to collect the most Honor in order to win the game.  They collect honor by defeating monsters and collecting heroes and constructs. 

Set-Up

One of the pluses for Ascension is its set-up.  I haven't timed it but Ascension has perhaps one of the quickest if not the quickest set-up of any deck-building game.  This makes it a great work week game, you can pull it out and play it in just a few minutes.

First, hand each player their start deck and have them shuffle it.  They then draw five cards for their starting hand. 

Second, place the Heavy Infantry, Mystic, and Cultist cards on their spaces on the board.  Shuffle the Center Deck cards and place six face up on the row spaces.  Then for each player place 30 honor tokens onto the board as the supply of honor for that game.

See... simple and fast!




Game Play

 As with set-up, game play is quick and easy. 

1.  Play cards from your hand to gain Runes, Power, and Honor.   

2.  Place played heroes and any cards bought in your discard pile.

3.  Draw five cards from you deck







1.  Play cards from your hand:  There is a symbol on each card.  Runes are represented by a silver triangle and Power is represented by a red shield and sword (see right).  Honor is shown by a black star.

Cards allow you to either acquire a new hero/construct or defeat a monster (and sometimes both). 


Acquire Heroes / Constructs 

Runes (silver triangle) are needed to acquire heroes and constructs from the center row. The amount needed is shown in the upper right hand of the card.  You get Runes from either the heroes from your hand or constructs you already have in play.  For example "Runic Lycanthrope" costs three to buy (and will later give you two runes when played from your hand).

You are not limited to buying just one card, however.  You may acquire as many cards as you can afford with your runes.  The cards available to purchase are the Mystics, Heavy Infantry, and any hero or construct in the Center Row.  When a card is acquired you place it in your discard pile.

Defeat Monsters


Players will use Power (shield / sword) to defeat the monsters.  As with Runes you gain power from your cards. The amount of power needed to defeat a card is shown in the upper right hand of the card.  So "Earth Tyrant" requires six power to defeat him. 

Whenever you are able to defeat a monster you earn the reward written on the card.  If you defeat "Earth Tyrant" you would take five honor tokens and would be able to draw two cards. 

You may defeat as many monsters as you are able to with your power.  When monsters are defeated they are placed in the void, next to the Center stack draw pile. 

The Cultist is always available to be defeated and is never placed in the void. 

An important rule to remember is that as cards are bought or defeated they should always immediately be replaced.  As a result, when a player makes a decision, there are always six cards in the Center Row.

2.  Place played heroes and any cards bought in your discard pile.  At the end of your turn, place all your acquired heroes and constructs into your discard pile.  Any cards played during the turn, except for constructs, are also placed in the discard pile.  Constructs are always left in play (unless put into the deck by a card effect.)  When your draw pile is depleted simply shuffle your discard pile and make a new draw deck.


3.  Draw five cards from you deck.  All you have to do now is draw five new cards and wait for your next turn.

Game End

The game ends when all the honor tokens that were placed out at the beginning of the game are taken.  The game ends that round so that each player has a equal amount of turns.  If a player gains honor and there are no tokens left, you can use extra token or just keep track of the amount.

After the last turn, players count their honor tokens and all honor earned from cards.  You can see how much honor you earn from a card by looking at the black star on the bottom of the card.  Arha Templar earns you 3 honor.  The player who has the most honor wins the game and is given the title: Godslayer.




My Thoughts

Ascension has many positives but some negatives.  I'll start with the negatives and end with the positives.

First negative is that as a deck building game I expect high quality cards.   The first edition cards are okay but the expansions "Storm of Souls" and "Return of the Fallen" are lesser quality cards.  While I don't expect linen finish (my favorite type) I do expect a thicker card stock. The rest of the components are nice, well except for something I'll discuss next.

My second and last negative is mostly with "Storm of Souls."  Truthfully my favorite of the three in the series.  But, come on, do we really need more half naked women?  This is coming from a women, but really this is a issue beyond that.  I was excited about the new board that game with Storm of Souls until I saw the artwork of the star child.  She is pretty and not really obscene, but still she isn't wearing any clothes! I can't imagine using this board with children, and I would need to take out some of the cards if I would play with children.  I know Melody Vassel plays Ascension and it was in her top 100 this year.  We gave this game a try partially because she liked it.  Does Tom, a pastor, teacher and father, take these cards out, I wonder?

Okay, enough with the negative and on to why I really enjoy this game.  As I stated before I like the quick set-up and play time.  During the week we don't have a lot of time to play longer games and sometimes just play filler games.  Ascension gives me the feel of a slightly heavier game, but still can be played in 3o minutes.  A definite plus!

Unlike other deck building games I don't feel like I need to choose to either buy just one card or defeat just one monster.  As long as I have the runes or power I can do both.  And, I can do each more than once, without any special cards.  I feel like I'm cheating, or at least being spoiled.  While enjoy that tension and decision making in Dominion and Thunderstone, not having to choose is part of the fun and strategy of Ascension.

I also feel like I have to pay more attention to what my opponent is doing during his turn.  It can start to feel like a solitaire game in some other deck building games.  Not so much in Ascension.  Because of the limit of six cards out, your opponent may take that card you really want, or defeat that monster you finally were going to be able to defeat next turn.  It can become a little bit of take-that as well.  This can become frustrating sometimes. 

I also enjoy some of the added features of the expansion.  I like the "Fate" feature in "Return of the Fallen" that causes things to happen as new cards are placed in the center row.  I really like the events in "Storm of Souls."  The theme isn't really thick in Ascension but the events help.  

So overall a great game that works wonderfully with two players.  I just might have to censor it if I were to play with those under 18.



Quick Stats:

Designers: Robert Dougherty, John Fiorillo, Justin Gary, Brian M. Kibler
Artists: Eric Sabee
Publisher: Gary Games, Arclight
Number of Players: 2-4
Play Time: 30 minutes

Friday, January 27, 2012

Game Mechanic: Deck Building

Perhaps, one of the newest mechanics to hit the board gaming hobby is Deck Building games. When I first started really getting into hobby games this was the mechanic that was all the rage. Dominion, the first game to have this mechanic, had just hit the shelves.  Everyone was talking about this innovative new game that you just had to try.  So we did.  Dominion turned out to be an excellent game and remains a favorite in our household.  As expected, soon more large and small box expansions hit the shelves for Dominion.  And as expected many game designers took the mechanic and created their own games.  Some expanded on the idea, while others kept the mechanic pure.  


Truthfully, deck building did not start with Dominion.  It has been around much longer in the world of collectible card games like "Magic: The Gathering."  Dominion, however, was the first to use it as a complete game, available in one box. 

Hallmarks of Deck Building Games

Start Cards

Each player starts with the same set of cards / dice or chips depending on the game.  For example, in Dominion you start out with cards, Quarriors dice, and in Puzzle Strike, chips.  These components are used to build your deck.  They are generally weaker than what is available to buy and more limited in what they can do during the game.  For the purpose of ease I will refer to these components as simply cards, for the rest of this post. 


Buy / Market


Puzzle Strike Gem
Players are trying to build the best deck possible so they can defeat their opponents and win the game.  Your start cards give you currency to purchase more cards from the market.  Depending on the game the currency may vary.  In Dominion you have copper, silver and gold.  In Quarriors you use Quiddity, and Puzzle Strike gems.

Players use their currency to purchase more cards from the market.  The market is the cards available to players, to buy.  Markets may differ depending on the game.  The market does not change during Dominion, while in Ascension, as players purchase and defeat cards new cards are added to the market.


Cards bought from the market each have their own unique ability players use later in the game.  In certain deck-building games you are even able to buy victory point cards.  Players are trying to obtain the most useful cards in order to build the most powerful deck.

Draw / Discard Pile

Each player has a draw and discard pile.  Each new turn players draw from their draw pile to create their hand, for that turn.  This hand is made up of the original cards and any cards the player may have purchased.  Players use their hand to perform actions, defeat monsters, or buy more cards.  After buying, a card it is usually put into the discard pile.  At the end of the turn all the cards from the players hand are also placed in the discard pile.

Cards put into the discard pile are not gone.  They are reshuffled into the deck when the draw pile is depleted. 

Shuffling

As the draw pile is depleted players shuffle their discard pile to create a new one.  You need to not mind shuffling, because you will be doing it a lot.  Of course, you can't shuffle dice or chips.  In Quarriors and Puzzle Strike you put your components into a bag and shake it. 

Random Draw

After shuffling you randomly draw your cards.  You never know what cards may be drawn, all you know is what you have put into your deck.  You hope for the best cards, but many a turn may bring you exactly what you didn't want.  After all, it's a random draw.

Monday, January 23, 2012

Tales of the Arabian Nights

Tonight we gather around for tales of adventure, daring, and fame, and a bit of hilarity.  We will travel to wondrous lands and far off places, meeting Sultans and beggars, and perhaps a few thieves.  Our skills will be tested as we quest to fulfill our destiny and write the greatest tale of the Arabian Nights.

Components

The most important component of "Tales of the Arabian Nights" is the Book of Tales which reminds me of the old "Choose Your Own Adventure Books."  

I'll talk more about that later.  It is an important companion is the Reaction Matrix.  Both of these are essential for the weaving of the tales.

You also receive four decks of cards (Encounter, Treasure, Status, and Quest), player reference cards, skill markers, Destiny and Story point markers, a morning, noon and night marker, and a game board.  And for each player (up to six) character stand-ups and stands, a wealth marker, origin marker, destination marker, and player board.  The game also comes with three dice; one Destiny Die, and two normal dice (red and blue).

The artwork is beautiful and the quality, for the most part, is good.  I do have a problem with the board.  As happens with a lot of my Z-Man games, the board warps and does not lay completely flat.  Minor, but annoying.  Especially since this is a complaint with many of Z-Man's game boards.  Z-Man is a great company none the less.  When I see them at conventions, they are always friendly, enthusiastic about their games, and offer great discounts to teachers (50% off at Origins)!

Object of the Game

There  is a winner in "Tales of the Arabian Nights," whoever is able to collect their chosen goal of story and destiny points and return safely to Baghdad wins the game.

Set-Up

Players take their board, markers and character and place their stand-ups on Baghdad.  They place their Wealth, Story and Destiny markers on the correct spaces on the board, and choose a Quest Card.  Quest cards are all different but give you reasons to travel around the world.  Some require that you travel to different locations, learn skills, or even return home after being sold into slavery.  When you fulfill a quest you receive story and destiny points, and perhaps some wealth or skills.

Set the draw piles for the Encounter, Treasure, and Quest decks, and put the Status Cards face up to the side.  We like to alphabetize our Status Cards so it is easier to find a certain status.  The Morning Marker is placed next to the Encounter Deck.


Players then secretly choose their victory formula by choosing the amount of Story and Destiny points that they must acquire to win.  They do this by taking Victory Tokens of each type that add up to 20 points.  These are placed under the player's board.

Players then roll the two normal dice to see who goes first (highest wins).

Now it's time to chose skills.  The skills are sorted by type and each player chooses one skill until they have three total skills.  You can also take random skills if players wish.  The skill markers have two sides.  One is the Talent level and the other side is the Master level.  Everyone starts out at the Talent level. 

Game Play

There are six phases during each game turn.  They may sound like a lot but it is pretty simple and there are handy player reference cards in case you require it. 
  1. Pass the Book of Tales
  2. Check Treasures and Statues
  3. Move your character
  4. Resolve your encounter
  5. Play cards and resolve Quests
  6. Check for Victory
1. Pass the Book of Tales:  The Book of Tales is given to the player on your left, and the Reaction Matrix is given to the person on your right.  In a two player game the same player takes both.  The "Book of Tales" is the main component of the game.  The reader will read a paragraph from the book about the encounter and result.  The Reaction Matrix directs is used to direct reader to the correct paragraph in the Book of Tales.

2.  Check Treasures and Statuses: Treasures and Statues have special effects and should be checked before movement.  You movement may be less or you may even be able to move to a special space on the board.

3.  Move your Character:  Your movement varies depending on your wealth and if you are moving through water or land.  You may choose to move as many spaces as your movement allows less than your maximum, or none at all.  You must move along the routes printed on the board.  You may also combine your movement and move both by land and sea.  In this case, you may  not exceed the faster of your two movement rates and you can not move more than your slowest movement rate.


On the board there are ten "Places of Power,"  which may not be entered by normal means.  You can only enter these during some possible encounters.  Sometimes you are given the "opportunity to enter."  If this happens you place your Destination Marker there and can now enter the space during movement.  Other times you are moved directly to the "Place of Power"

4. Resolve your Encounter: After moving (or not) draw an Encounter Card.  If you are in a "Place of Power" the reader will go directly to that paragraph in the Book of Tales.

There are three types of Encounter Cards that may be drawn: character, terrain, and city.  These cards determine who or what you encounter.  City cards are the only ones that are kept at the end of the Encounter as they may be used on a later turn.

Character Cards:  If a character card is drawn, look at the deck marker (morning, noon, night) and it will show the reader which paragraph number to read in the Book of Tales

Terrain Cards:  If a terrain card is drawn you must determine what type of space your character is on to find the correct paragraph to read.  Mountains are brown, seas blue, deserts gold, forests green, and islands a sea green.  Cites show a city icon based on the geographic location.  One terrain type on each terrain encounter card shows the letter N.  This tells the reader to go directly to Matrix N in the Reaction Matrix.  The picture of that terrain applies only when you are in the correct terrain.  So you won't encounter the Magnetic Mountain if you are in a city.


City Encounter Cards:  I love these cards because they give you an extra bonus if you manage to reach the city on the card.  If you end your turn, in the named city you roll one die and receive the reward printed on the card. 

When you draw one of these there is a paragraph number on the bottom of the card. The reader will go directly to that paragraph in the Book of Tales.  Sometimes city encounters name another encounter. If this happens follow the reading and resolve this special encounter. 

Places of Power:  These do not have a card, the paragraph number is written on the board and the reader finds it in the Book of Tales.



Resolving Encounters: Each encounter involves four steps: discovering who or what you have encountered, choosing your reaction, determining your destiny, and resolving the encounter.



First you discover who or what you have encountered.  The reader turns to the Encounter Chart, in the Book of Tales which shows twelve numbered entries.  (I recommend downloading this chart from Board Game Geek, so you don't always have to flip back and forth in the book to find it.)  The player roles the die to determine what is encountered. Add the value of the die, the number printed inside the gem or city icon the character is on, and +1 or +2 depending on Destiny Points  If the number adds up more than 12, it is resolved as a 12.  The reader finds the number on the chart and reads the description.  For example you may encounter a lost merchant, beautiful princess, or terrible storm. 

Encounter Reference Card

Now the player must choose how they will react.  The Encounter Chart will direct the Matrix Reader to a Reaction Matrix of which there are 15 (A to O).  Now the Matrix Reader must find the correct adjective from the Encounter Chart.  Here a number of possible reactions are listed.  The player chooses how to react.  This reaction directs the reader to the correct paragraph in the Book of Tales.  For example you may choose to converse with the beautiful princess. 


Now players must determine their destiny.  Each Reaction Matrix has three possible Result Paragraphs.   Once the reaction is chosen the player rolls the destiny die.  If they roll the minus symbol one is subtracted from the paragraph number.  If the die is blank the paragraph listed is read.  If the plus is rolled, one is added to paragraph number.

The result paragraph is then read to the players.  The reader can play it up if they wish, it only adds to the fun.

At the end of the paragraph is a code like such: [D1/S2/W+1(Max: Respectable)/ Wisdom / Respected].  The D means Destiny and the player will receive that many Destiny points.  The S means story and the number is the amount of story points received.  W is wealth gained and in italics the maximum.  Skills and statues may also be listed.

Players receive the skill listed.  If they already have the listed skill they flip it over to the Master level.  You also gain any status cards listed.  You must obey the effects of the Status card, good or bad.  For example you may become insane, which means another player chooses your reactions.  Status may also be lost according to the directions on the card.  Be sure to read a Status's effects before proceeding  Players may also gain treasures, either random or specific, or have a special affect. 

The Result Paragraphs are divided into several sections.  One is labelled: No Skill.  The others are labelled with skill, status, and or treasure names.  The reader should only read the first part of the paragraph and then the list of skills (but not the text after).  If the player doesn't have the skills listed they choose the No Skill section and gain the rewards or penalties listed.  If they have one or more of the listed skills they may chose to use the skill and receive the reward or penalties.  Players are only required to use the skills when they are noted as mandatory.

If a player has a skill at the Master level they may control their fate to a greater extent.  They don't roll the destiny die immediately.  Instead the reader checks to see if the master skill/s are listed.  If it is, the player may choose to go to that paragraph directly.  If not, the encounter is resolved normally.  If the skill is mandatory the reader does not say this since it may have a negative result.


Sometimes you may lose a skill. If it is a talent level skill put it back in the skill bank.  If it is a master level skill, flip it to the talent side. 

Sometimes a character may die during an encounter.  This is the end of the game for the player!  The characters brother or sister takes over the quests for the player.  The character is moved back to Baghdad, wealth is reduced to poor, any markers on the board removed, and all statuses and treasures are lost.  You do keep your story and destiny points. 

Game End

When a player has collected at least enough Story and Destiny points to meet their secret goal and are in Baghdad (after surviving and encounter) they announce that they are going to win.  But don't fret there is still hope!  All other players have one more turn to reach their goal and return to Baghdad as well.  Any player in Baghdad with enough Story and Destiny points can win.  If there is a tie the player with most statuses wins, if there is still a tie the player with the most skills win, and after this players rejoice in their shared victory. 

My Thoughts

Tales of the Arabian Nights was one of the first hobby games I fell in love with.  I remember when I first played it always wanting to play again, and again.

As I have played other games I have drifted from my love, but whenever I pull it out again I quickly remember the lure it first held for me.  This is certainly not a thinking game, most of what happens during the game is out of your control.  If you become insane totally out of your control!  People who seek control and strategy may become annoyed by this aspect of the game.

The core of the game is the story the interaction between the characters and the players.  I enjoy the tales and the fun memories that come when I think about the game.  I don't always recall who won the game, I just recall the laughter, the smiles, and the head shakes as players once again find themselves imprisoned for yet another turn (that was me for about six turns once.) 

Last time we played we decided to play the variant that let you have only one status at a time and I think this was much better.  It sometimes can get frustrating when you need to remember the five statues you have and what you can and can not do, and then try to remember what you were trying to accomplish. 

We also decided that we would try to play more as we think our Character would play.  So Sinbad would more likely attack then steal.  Scheherazade would be more of a story teller and talker than swords-woman.  It made since as was actually pretty easy to pull off during the game.  

The game works well with two players and can be an enjoyable way to spend an evening with my husband.  It's a game that even non-gamers can get into and enjoy.  I never have played with more than four and I think that is the limit of this game even if it can play up to six.  So venture forth my friend and enjoy those warm Arabian Nights. 


Friday, January 20, 2012

Game Mechanic: Storytelling Games

Once upon a time in a far away land there lived some courageous  board gamers who went on wondrous adventures.  They battled dragons, aided sultans, and discovered mystical worlds.  And the best part is they never had to leave the comfort of their kitchen table.  How?  Well they played a story-telling game and became lost in a world of their own making.


Story telling games, like a good book, draw you into their world, surround you with colorful characters and artistic scenes, and leave you with a story all your own.


Hallmarks of Story-telling Games

As I write and re-write this blog I have struggled with my definition of what a story telling game is.   In fact my husband and I had quite a discussion as to what does and does not constitute a story-telling game and concluded that well, its pretty gray.   One could argue that many thematic games like Battlestar Galatica, Runebound and Descent tell a story as they follow characters on their adventures.  The story is not the central element, but one ends with a story none the less.  But are these really story-telling games?  I can see the argument either way. 

Another argument could be for games based off of real novels.  They certainly attempt to recreate a part of or the whole story.  In War of the Ring, players battle it out as the forces for good and evil, following the ring bearers on their quest to Mount Doom and Saruman the White as he amasses his army.  In Pillars of the Earth, you follow the building of the Cathedral, as you do in the epic novel of the same name.  But are these story-telling games?  Again, you could argue either way.

Pillars of the Earth


Most of us would agree that Tales of Arabian Nights, Dixit, and Once Upon a Time certainly are story telling games.  The story is the whole game and everything is driven by the created story or stories.  So it is these games that I will use for this mechanic.


Theme

I would contend that the most crucial element in story-telling games is the theme.  There is no room for a pasted-on theme in story-telling games.  Like a good book the game creates a world for the players to travel through and explore.  A kaleidoscope of characters, villains,  terrain, weather, and events are woven together to create a unique tale each session. And, the theme goes deeper still.  The central idea comes through during the struggles between good and evil, personal sacrifices, quests for love, and unwavering loyalties players encounter throughout the game.

Setting

Where does your story occur?  Light years away in an unknown galaxy encountering creatures never seen with human eyes,  tracking down Dracula to stop his evil ways, or perhaps riding a flying carpet with your beloved through a beautiful Arabian world?  The world created is a fundamental element of story-telling games.



Characters

Who is your story about?  Written stories contain two types of characters.  The people, animals and so forth that the story is about and the characteristics they possess.  Good story-telling games can accomplish this in a multitude of ways.

In the game Werewolf, your character determines not only your abilities during the game, but also your winning conditions.  Werewolves feign innocence as they stealthily hunt their villager prey.  Villagers have only their own wits and wisdom to use against their evil foe. 

In other story telling games like Rory's Story Cubes or Dixit, player create the characters.  In Rory's Story Cubes, players create their own story to correspond with the dice they rolled.  In Dixit, players may connect to an animal or person on the card and create a personality for that character in their clue.  In this type of game players have only their imagination to limit the characters and story they deliver. 







Plot / Story


I have always been a avid reader and find it easy to become lost in the world the story creates.  I feel connected to the characters and rejoice or cry with them as if they were close friends.  A good book does this, it connects and unites you with the story as it separates you from the real world (at least for me).  A good story- telling game does the same.  You are connected to your character as she experiences the world; your hurt when she is wounded, or delight when she learns a new skill.  You may have an ultimate goal to reach, your resolution, but you can only achieve that goal as you take your journey. 



Resolution

And they all lived happily ever after.  The ending for so many fairy tales could be the ending for story telling games as well.  The resolution of the game may vary:  scoring the most points, telling the best story, defeating the monsters, and so forth.  Yet, players seem to remember the story itself more than the end result.  Many of these games can be played and enjoyed without ever worrying about the score.  It isn't about winning or losing, it's about creating a story with your fellow players.  Win or lose, smiles, chuckles, and jokes are the real measures of victory.

Monday, January 16, 2012

Bonus Review: Alhambra

Today we continue our journey around the world of board gaming and head to the beautiful Alhambra of Granada, Spain. Alhambra is a Moorish fortress complex, dating as far back as the 13th and 14th centuries.  In Arabic, Alhambra means Red Castle or the Red One.  Poets have called it "a pearl set in emeralds." It has been a military complex, the residence of royalty, a citadel, a court, and a tourist attraction.  It is also considered one of the greatest examples of Moorish architecture. Over the years it has been added onto, fallen into disrepair and finally restored and is now a UNESCO World Heritage Site.  Fountains, gardens, orchards, nightingales, arabesques, and Islamic inscriptions can be found throughout.


Alhambra's artistry is certainly captured in the game that bears its name.  In Alhambra you are one of the master builders of Europe and Arabia vying for a chance to prove your skill and artistry by building the most beautiful Alhambra possible.  But you must be careful with your resources and currency.  Everyone wishes to be paid in with their native tender before they will build your gardens, towers or pavilions.


Components

There are a few version of Alhambra, so depending on your version you will have slightly different components.  I own the Anniversary Edition so I'll focus on that edition. 

You start out with six wooden lion fountains in the six player colors.  Next you have six different colored meeples (player fissures.)  Then you have the game board which has the scoring track, area for cards, and area for building tiles.   You then have the fifty four building tiles in six different styles, one hundred and eight currency cards in four colors, 2 scoring cards, 6 point tables, and the draw bag. 

All the components are of high quality and artistically pleasing. 



Object of the Game

The goal of Alhambra is to have the most buildings of each building type in your Alhambra during the scoring rounds.  Players are awarded points for their buildings and wall around their Alhambra during each of the three scoring rounds.  Points increase throughout the game and the player with the most points after three rounds is the winner!


Set-Up

Each player takes his or her Lion fountain and places it in their playing area.  They place their meeples on zero on the scoring track.  Next they receive a points table.  Players are also given their starting currency.  You do this by handing one card at a time to the player until the total is 20 or more.  Four currency cards are also placed on the board.

The building tiles are placed in the draw bag.  Four are randomly drawn and placed on the four numbered squares to form the building market. 

Now the rest of the currency cards are divided into five mostly equal piles.  The first scoring round card in placed in the second pile and the second scoring round card in placed in the fourth pile.  The piles are placed one on top of the other in numerical order (5th pile on the bottom.)

The player with the fewest cards is the start player or if players have an equal amount the player with the least amount of money starts.

 

Game Play:

During each player turn you may do one of three actions:
  • Take some money
  • Buy and position a tile
  • Redesign your Alhambra
Take Some Money:  You may choose to take one or more money cards from the supply.  You may take more than one card if the total does not add up to five.  After taking your cards replenish the supply.

Buy and position a tile:  Your second choice is to buy one of the building tiles from the market.  Each tile has a price shown on it.  You must play at least that price, but you may pay more.  Unfortunately you do not receive any change.  You may also pay with the correct color currency.  The required color is the one shown next to the card.  If you are able to pay the exact amount needed, it is still your turn and you may take another one of the three actions. 
The market squares are not refilled during the players turn if they are able to take a second action.  It is possible to carry out a maximum of five actions during your turn.

After buying a tile you may place the tile in their Alhambra.  Tiles are not placed until the end of a players turn.  Tiles may be placed in any order that you wish.  You may also place the tile in your reserve for later use. 

There are certain rules that must be followed to build the Alhambra.  All tiles must be placed the same way as your starting tile.  The roofs must all be facing the same direction.  Sides that touch must also be the same.  A tile that has a wall must touch another tile with a wall.  You must also imagine that if walking in your Alhambra each new building tile must be able to be reached on foot; you can't walk through walls or go off the tiles.  The last rule is that no spaces may be left. 



Redesigning your Alhambra:  You may find that during the game you will need to redesign your Alhambra.  No you can't just move pieces any way you want, there are only three ways that this may be done, and all the building rules already discussed must be followed.  First you may take a tile from your reserve and add it to your Alhambra.  You may also take one tile off your Alhambra and move it to your reserve.  Remember there is no limit of tiles for your reserve.

The last way you may redesign your Alhambra is by exchanging a tile from the reserve with a tile already in the Alhambra.  The reserve tile must go in the exact spot.

At the end of your turn remember to replenish both the building tiles and the currency cards.



Scoring:


There are a total of three scoring rounds in Alhambra.  The first two occur when the scoring cards are drawn from the pile of currency cards.  The last takes place at the end of the game.

When the first scoring card is drawn the scoring round takes place.  Players look at their Alhambra and determine who has the most of each of the building types.  Each building type is worth a different amount of points so follow the scoring card to determine how many each building type is worth.  Players may also check their own scoring card throughout the game.  These points are recorded on the scorning track.  IF players have the same amount the points are equally divided between them (rounding down).  Next, players count the length of their longest wall and score one point per length.

During the second round players score points for having the most of each type of building and also for having the second highest number of buildings of each type. Walls are also scored again.

During the third scoring round first and second highest number of each building type receive points as before.  Now the player with the third highest amount also receives points.  And again, walls are scored.  In all rounds building still in reserve do not count for the total.



End of Game:

The game ends when there are not enough building tiles to fill up the market up at the end of a players turn.  When this happens the tiles from the market are given to the player who has the most money of that currency type.  If two players tie no one gets the tile.  Players may place these tiles in their Alhambra and the third scoring round starts.

The player with most victory points at the end of the game is the winner!

Special Two Player Rules:

Alhambra includes some special rules for playing with two players.  First, you only put three of each money card so you are only using 72 money cards.  You also have Dirk, the imaginary third player.  (Dirk is the name of the designer by the way).  Dirk does not build an Alhambra but does collect building tiles.  He starts the game with six random tiles and is awarded points during each scoring round.  He does not receive any points for his wall.  After the first scoring round Dirk is given six more tiles.  After the second scoring round Dirk is given a third of the remaining tiles.

Players are also given the option to give a building tile to Dirk instead of placing it in their reserve or in their Alhambra. 




My Thoughts:

Alhambra is a very thoughtful game.  You will find yourself trying to envision the best layout of your Alhambra to score the most points for your wall; looking at the other players Alhambra to determine who is in the lead for each building type; checking your currency; and the building tiles in the market place.  Then you will also be checking the score card to see which building score the most points and trying to tally your score to help you decide on your next move.  This isn't a game where you can just randomly take tiles and place them in your Alhambra.   You will not win and most likely will be left far behind.  But at the same time Alhambra is not a heavy game.  You can still have a conversation with the other players and enjoy the game.

The game itself isn't as beautiful as the real Alhambra.  But the artwork is attractive and detailed.  I prefer the components of the Anniversary Edition because of the game board and the lion fountains.



I mostly play this game as a two player game with my husband and its nice to have Dirk along.  He is pretty easy to keep track of and doesn't take anything away from the game play.  I do feel he gets too many building tiles to start the game out and I'm find myself trailing him from time to time, but I have never lost to Dirk.  We usually don't take advantage of being able to give Dirk extra tiles, it would probably make me mad if my husband did that!  Well, not really.  Dirk does make since in the two player game and of course it allows me to place this wonderful game.



Quick Stats:

Designer: Dirk Henn
Artists:Jorg Asselborn, Jo Hartwig, Christof Tisch
Number of Players: 2-6
Play Time: 60 minutes

Saturday, January 14, 2012

Fjords

The beautiful fjords of Norway, crafted by ancient glaciers, fashion the setting for our next gaming adventure.  You and a rival Viking Clan fight to claim the fertile land along the coast.  In this game of "tactical settlement of an unknown land for two players," players must use the best tactics and a little luck to ensure the largest and most fertile claim for their clan.






Components

Fjords comes with 40 hexagonal landscape tiles, 4 wooden farms and 20 wooden fields in two player colors.   It's small but packs in a lot of strategy and game play.




Set Up

Players choose their color and take their farms and fields.  Three of the landscape tiles have a different colored back.  These are the start tiles.  The rulebook actually has a mistake.  It shows the mirror image and the start tiles should be placed.  This confused me the first time I played but luckily someone has caught the mistake and provided the picture below.



Goal of the Game:

Fjords is played over three rounds.  Players score points each round for each field they place.  At the end of three rounds the player with the most points wins. 

Game Play:

During each of the three rounds there are two phases of play.
  • Discovery
  • Land Taking
Phase 1:  Discovery

During the first phase players are placing tiles to discover the fjord region.  Players alternate turns by first drawing a tile and then placing the tile.  If the tile can not be placed they draw until they draw one that can be played.  These set aside pieces become open choices and may be used later during the round. 

Tiles have three possible landscapes on them: sea, mountain, and farmland.  A placed tile must match the other landscapes in order to be placed.  The second rule for tile placement is that it must be placed adjacent to two sides of previous tiles.  Tiles also must be placed so that there is only one single landmass.  You can not place a tile so that a separate landmass would be created, such as when a sea separates two landmasses.

When drawing a tile players may choose to use one of the open tiles if they wish.  When a drawn can not be placed players may choose to then use an open or draw again.

After players place a tile they may choose to place one of their farms.  You can only place a farm on a just played tile.  Farms may not be placed on the start tiles or the one tile that has only mountains.

Phase Two: Land Taking

After the last face down tile has been draw and placed (or set aside if it can't be placed) the first phase ends.  Players now move on to land taking.  Being first during this phase can be critical so a bit of strategy comes into play.  The first player is decided based on two possibilities.  If the last drawn tile was played on the fjord region the player who did not place it goes first.  If last drawn tile could not be placed in the region and is set aside among the open tiles the player who drew it plays first.


After determining the start player  players now place their fields.  Fields must be placed either next to a players farm or one of their fields.  They may not be placed on mountains or seas.  The strategy is to block the other player and secure as much land, as possible, for yourself.  After all fields are placed or all the farmland is secured (another player can not legally place fields there.)



Scoring

Whomever was able to place the most fields is the winner of the round.  Each player should records their score each round.  The tiles are then shuffled and the next round begins.  The player who has the most points after three rounds is the winner.  If both players score the same amount the winner is whomever won two rounds.  Otherwise you "rejoice in your shared victory."




My Thoughts

Fjords is a light and quick tile placement game.  It fulfils my love of tile placement games that create a beautiful picture when completed, and it does this three times in one game.  I enjoy the mix of strategy in luck and the tension created when you try to claim the fields.  Each game and each round is different so one strategy may not work each time.  You may also find yourself changing your strategy throughout the game due to what tiles you draw and where your opponent places their farms and fields.  My one problem with the game is a fault all my own.  I have forgotten or run out of time to place my farms during the first phase.  I'm just always waiting for that perfect tile or not wanting to place the farms to early.  So I caution players on this point, don't be afraid to place your farms!  After all you are a Viking, and Vikings are rarely afraid of anything.

 

 Quick Stats:

Designer: Franz-Benno Delonge
Artists:  Jörg Asselborn,
Publisher: Rio Grande Games, 999 Games, Hans im Glük
Number of Players: 2
Play Time: 30 minutes