Tuesday, 22 July 2025
Rebirth - Ireland map
Sunday, 20 July 2025
boardgaming in photos: Five Tribes, Tigris and Euphrates, Parks, Troyes, In the Year of the Dragon
Han, Allen and I continue to play in asynchronous mode on BoardGameArena.com. We play a mix of new-to-us and older games. However most of the games we have played before were played many years ago. In most cases I have forgotten the rules and I need to learn all over again anyway. So it is almost like every game is new to me. Five Tribes is one of these which I have to relearn.
This was one funny match. As we played, I felt that Allen played well, and I played horribly. I did not manage to get even one djinn. In Five Tribes, djinns are powerful and should not be neglected. Allen felt the same about our game. When the game ended, we were both surprised that I won. Scores were not revealed throughout the game and we only knew when the game ended. The only reason I won was I had been thrifty when bidding for turn order. When the game ended, I had much more money left than either of them. Money was points. I did poorly during the game because I was often last in turn order, and there weren't many profitable things left to do on the board by the time it was my turn. I saved money, but missed out on opportunities. We all underestimated the power of saving money.
The first time I played PARKS it was a physical copy. That time I didn't find it particularly interesting. Now that I have played it again, I find it a pleasant light strategy game. It is still another game about collecting resources and fulfilling contracts, but what I should focus more on is the central hiker movement mechanism. That is something innovative. It creates that dilemma of whether you want to rush ahead to grab a choice spot, or you want to go slow and claim many resources.
Tigris & Euphrates was once the #1 game on BGG. Many say it is the most important work of Reiner Knizia. I have the physical game, but it had been a while since I last played. Playing this again reminded me of what a wonderful design this is. In the past I often felt scared about this game, because I wasn't exactly sure what I was doing, and I often did poorly. Now I am more comfortable with it, even though I still see it as a ruthless game.
In our game a large kingdom soon emerged at the bottom left. In Tigris & Euphrates, kingdoms don't belong to any one player. Kingdoms are but tools for players to score points. Everyone has four different leaders who can be deployed to the various kingdoms. When kingdoms thrive in an aspect associated with a leader, that leader scores points for the player. You have four leaders, each in a different colour. You also score points in four different colours. Your final score is your weakest colour. So this is a game about scoring evenly. Having many points in a single colour doesn't help.
Connected tiles form kingdoms. When two kingdoms touch, they go to war. Wars are resolved based on the four different colours separately. A war only happens if in both the kingdoms there are leaders of the same colour. If none of the leader colours overlap between the two kingdoms, there is no war, just a peaceful unification.
Due to one early war I earned many green points. For the moment I didn't need to worry about green and I needed to work on my other colours.
It is important to utilise monuments to earn points. Monuments give you a stable point income. Tigris & Euphrates is a game with danger lurking behind every corner. Kingdoms are often on the brink of war. Even if you are a powerful leader in a large kingdom, you never know when an usurper will show up and attempt to overthrow you. While watching out for both external and internal conflicts, you also need to plot to use these same methods to attack your opponents and gain points for yourself.
When the final scores were revealed, Han won by a large margin. Scores are kept hidden throughout the game. You know roughly who is doing well and who is not, but you won't know exactly who is leading. Technically you can keep track of this, but normally no one has the patience for this.
Stefan Feld is a hugely popular game designer, but instead of his most popular titles, one of his games which I like is In the Year of the Dragon. I remember it as a game with much suffering. Every round bad things happen and you lose people, or you lose money, or your buildings crumble, which can lead to losing more people because you can't house them. You do your best to survive and mitigate the suffering.
This time playing the game, it was less painful than I am normally used to. It was because I was lucky to be the start player, and I managed to maintain initiative for most of the game. Having high initiative is very useful because every round you'll get to choose an action first, which means you can pick anything. Subsequent players who want to pick an action that has been picked will have to pay. The fee is steep. Money is hard to earn (just like in real life). But sometimes you are desperate enough to want to pay that price. Having high initiative makes life much, much easier. It also helped that despite not playing the game for some time, I still remembered the general strategy - watch out for all the bad things coming and prepare early for them.
Saturday, 19 July 2025
Asian Games: Jom Burger, Card Bullet Reload, Fly-A-Way
Friday, 18 July 2025
Point of View: Circus Island
Wednesday, 16 July 2025
Great Western Trail: El Paso
The Game
Great Western Trail: El Paso is the little brother in the Great Western Trail series. It is a simpler and shorter game, but it retains all the key elements of the original. This is not a children’s game version. This is still a mid-weight strategy game. Think of it as a game for the boss. The boss is busy and does not have time to waste. Get to the point and leave the details to the workers. El Paso gets rid of some details, and focuses on the core messages and decisions required. It is an executive summary of Great Western Trail.
Herding cows in this game translates to manipulating your hand cards to be as valuable as possible. The value of your hand is the card values added up, but only one card per colour is counted. So you want a hand of all different colours. Whenever you arrive at El Paso, you score points or gain benefits based on your herd value. You then discard your hand, and draw a new hand for the next cycle. This part of the game is a deck-building game. There are many ways you can increase your chances of having a high valued herd. You can buy higher valued cattle cards. You can permanently remove low valued cards. Some buildings allow you to sell cards. You get to discard cards to your discard pile and draw new and hopefully better cards. One action allows you to draw and discard. There is also a way to increase your hand size. All these help in improving your herd value.
You will recruit workers. El Paso handles this differently from Great Western Trail. I find it very clever. Workers are now cards, just like cattle. Okay this sounds wrong but I’m talking about game mechanism. Workers are now part of the deck-building mechanism. When you recruit, the worker is placed before you, ready to start work. Once you use a worker, they go to your discard pile. You have to wait for the next reshuffle for them to become available again. Whenever you draw a worker card, you immediately place it before you and draw another card. If you are lucky, after each reshuffle most of your workers are near the top and they all become available again quickly.
There are three types of workers, plus a joker. Not joker as in they don’t do work and only fool around. Joker as in wild - they can do any task required of them. You need workers to buy cattle, buy buildings and use train carriages. The higher valued a cattle card is, the more workers you’ll need, and the more it will cost. The same goes for buildings and train carriages. Train carriages let you gain various benefits, like claiming missions to score points.
Whenever you complete a circuit, you are given an orange cow. This is just an average class cow. Useful in the early game but not at late game. You can’t choose not to take it. It’s something you have to manage. When the orange cow deck runs out, the game enters its last leg. How soon the game ends depends on player actions. If everyone speeds through the circuit, it will be a shorter game.
The Play
El Paso is a strategy game in which you have to do long term planning. You need to keep increasing the value of you herd. You need to recruit employees and use them to get you better stuff. Despite the complexity, on your turn it comes down to just deciding to move between one to three steps. That's a good way to reduce decision paralysis. You only choose between 1 to 3. There may be a lot you want to do, but for now, just think of which one of the three is most relevant. This is almost like a life lesson. Stop worrying about the one hundred possibilities, just choose one thing to do and do it well today.
Every time you complete a circuit, you must place your token on a space to claim a reward. The higher your herd value, the better a position you can use. Generally you can only use each space once, which means you are under pressure to perform better and better, otherwise you may not be able to place your token, which is bad. Being able to outdo yourself every cycle is satisfying. You do small things to keep elevating yourself.
The Thoughts
In the Great Western Trail family of games, El Paso occupies an awkward spot. There are already several heavy weight games. A simpler and shorter version will not be interesting to players who already like the heavy and complex older brothers. These players are not going to mind the complexity and the longer play time. I find that El Paso has all the most important elements that make the original game fun, and it presents them in a cleaner and more succinct manner. You get the same fun with fewer rules and a shorter play time. But then that's me. I doubt I can convince people who like the original to like this. Many fans of the original enjoy its complexities. Removing some of the complexities is fine by me. I am not very attached to the original. I think the publisher decided to create a simplified version of Great Western Trail because they wanted to leverage its popularity to reach out to a new audience. People who are not interested in the original may be tempted to try a simpler and shorter version. If they like it, maybe they can then be enticed to try the original and others in the series. Gosh, I'm making them sound like drug dealers selling gateway drugs.