Sunday, 22 June 2025
King of Tokyo Duel
Tuesday, 28 January 2025
Dungeon Roll
Friday, 20 September 2024
Sky Team
Friday, 12 March 2021
Yamslam
Yamslam is a simple game with wide appeal. It is easy to teach and engaging to play. It works well with non-gamers and you can bring it out at (non-boardgame) parties and gatherings. You can even use it to teach maths - high school probability. Despite being a light game, there are many design elements in Yamslam that I admire. A complex game doesn't mean it is a good game. Sometimes seasoned gamers equate complexity with quality. Conciseness and compelling experiences are more important than complexity for the sake of itself.
Friday, 15 September 2017
Dice Forge
Plays: 3Px1.
The Game
The main selling point of Dice Forge is the fact that you get to modify your dice as you play. Everyone has two dice, and at the start of the game they are all the same. During play, you may spend gold to upgrade your die faces to better versions. Players' dice will gradually diverge. This is a little like deck-building games. Players start on equal footing but gradually augment their individual abilities.
This is the player board. You use it for recording your resource levels. The yellow row is for gold, the red row for sun shards and the blue row for moon shards. Your storage space is limited for each resource type. If it is full you can't collect more. You may expand your storage during the game. The green rows are for score keeping. Highest scorer after the last round wins the game.
The game is played over a fixed number of rounds, depending on the number of players. At the start of each player's turn, everyone including the active player rolls his dice and collects resources accordingly. The die faces mostly depict various resources in different quantities. Some die faces let you pick from two or more resource types. Some die faces grant special abilities, e.g. tripling the production of the other die.
The main board consists of seven islands floating in the sky. Each island has 2 or 3 small piles of cards. On your turn, one of your two options is to visit an island to buy a card (in the game this is called performing a heroic feat), paying sun shards or moon shards. Some cards give you special abilities, some give you points, and some give both. The number of cards available depends on the number of players. Sometimes you need to compete if others want the same cards. If you visit an island which is currently occupied, you bump the incumbent away. This costs you nothing, but the player being bumped gets a free die roll, i.e. he will gain some resources.
The other option on your turn is to visit the temple to make an offering to the gods, i.e. to upgrade your dice. You pay gold to make one or more upgrades to your die faces. The quantities of upgrades are limited, so sometimes you will need to compete too.
The game is beautifully illustrated and the production value is top notch.
The costs of cards are listed on the cards themselves as well as on the board. The game comes with variants. You can mix and match the cards available as well as the die upgrades available.
Some card powers are single-use while others are permanent. These here are all single-use. The card on the left gives me two extra rolls. The card in the middle lets me change one die face to "x3". The card on the right expands my resource storage capacity.
The Play
The gameplay is simple and smooth. You roll dice, collect resources, upgrade your dice, and ultimately your goal is to score points. The early game is mostly about upgrading your dice, and the late game is all about scoring as many points as you can before time runs out. The tricky part is balancing the transition from improving your scoring ability to using that ability to actually score points. If you only think of upgrading your dice, you will miss out on actual scoring, which is what matters in the end. If you start focusing on scoring too early, you will likely be doing it less efficiently because you have not built up your strength.
The die upgrades and the cards do have some synergy. There are combos you can make, which can help you create something which is greater than the sum of its parts.
Sun and moon shards behave a little differently - the kind of cards they let you buy are different in nature. You may spend two sun shards to take an extra action. This can be valuable in the early game. The earlier you improve your abilities, the more you will get to utilise them throughout the game.
The Thoughts
Dice Forge didn't work for me. It felt soulless. I only see the unique selling point - that you get to change your die faces. The rest of the game are common mechanisms pieced together to flesh out the game which is built around this single selling point. I can't say there is any major flaw or imbalance. I have only played one game. I do see there is some strategy in picking die upgrades and cards, and in finding synergies. I can't feel the story and the emotions. I only see an exercise in making upgrades and scoring points efficiently.
Player interaction exists but is limited. Die upgrades and cards are limited, so you may need to rush before some of them run out. If you can anticipate where your opponents want to go, getting there just before they do will give you a bonus because you force them to bump you off. Most of the time you are focused on upgrading your own dice efficiently, and then using them efficiently to score points.
One possible problem is your die upgrades may not always give you good returns. Even if you upgrade a die face to an exceptionally good one, there is only a 1 in 6 chance of activating that face. If you are unlucky, you never activate it, thus wasting your gold and your effort. Bad luck is very real. The fact that you get to roll dice on everyone's turn somewhat mitigates this. Since you do roll dice a lot, luck somewhat evens out.
Friday, 12 February 2016
Roll Through the Ages: The Iron Age
Plays: 4Px1.
The Game
Roll Through the Ages has a few expansions and variants, and Iron Age is one of the variants. It's more a variant than an expansion because it takes out some parts of the original and replaces them with new elements. It's not just adding minor rules or small modules.
The player board is different. You don't have 5 types of goods. You just have goods (fourth row, grey). Grain (5th row, green) remains the same. If you expand your empire by settling more provinces, you will need more grain to feed your population every turn. The first row is gold. You can convert goods to gold to be used on a future turn. This is akin to investing and earning interest, because gold is worth more than the original goods it is converted from. You spend both gold and goods to discover new technologies. The 2nd row is ships. Once you discover the ship-building tech, you can build ships. They are worth points, and can also be used for war. The 3rd row is armies. You spend food and population to build armies, which are of course used for war.
Warfare is a new concept. Some die rolls let you decide to initiate a war of conquest, which lets you score points depending on how large your army is. Some die rolls force you to enter a war. You win or lose points depending on how well you fare. You don't directly attack a fellow player, but your military strength difference does come into play because of the other new mechanism - the tribute. One of the die rolls let you demand tribute, which is basically scoring points depending on how much stronger you are compared to every other player. The others don't lose points, but they can deny you points by paying you one good.
This is the player sheet used in Iron Age. In the base game, the more cities you build, the more dice you roll. There are no cities in Iron Age. Instead, you get ports and provinces. Both allow you to increase your dice. Ports increase your rate of collecting goods too, and do not consume food. Provinces increase your military strength and award tribute points. The turn sequence is very similar to the base game. You get to roll up to three times, just that dice showing skulls (disasters) are locked and cannot be rerolled. After rolling dice, you collect goods, workers and food, and then spend them to build ports, settle provinces, build ships, build armies and construct monuments. You need food to feed your people. You may spend goods, gold and innovation points to discover a new technology. The possible new phases are warfare and tribute. They do not occur every turn.
The game can end in three different ways - when a player discovers a specific number of techs, when a player scores a specific number of tribute points, or when all monuments are completed.
This yellow fate die is new in the Iron Age. It can affect your harvest. It may allow you to initiate a conquest or demand tribute. In this photo, the smoking bones icon means a good omen - you can set this die to any face you want. On the left side of the die, the helmet icon means you have the option to initiate a conquest. On the right side, the sun means a drought, and the food production on every die is reduced by one. Other than the fate die, the basic dice in the game have also changed.
The Play
I did a four-player game. Roll Through the Ages is a filler, and can be completed in about half an hour to 45 minutes. It is quite straight-forward, but it has some strategic depth. How it uses a dice mechanism to tell the story of a growing civilisation is interesting. In the Iron Age, a slightly different story is being told. You deal less with specific goods, and you have to manage the arms race more. Iron Age felt more like a full-fledged boardgame than a filler-type dice game. You have more decisions to make than the original game. Our game ran longer than an hour. I'm not sure whether it was more because we were unfamiliar with it, or the game is indeed more complex than the original and takes longer to play.
The Thoughts
If you like Roll Through the Ages, you should give Iron Age a try. The basics are familiar, but the overall feel is a little different. If you are new to the series, I would recommend starting with the original game, which is more straight-forward and plays more smoothly, but still has decent strategic depth. Iron Age is more for players who already know the original, who already like it, and want to inject some new elements.
Sunday, 20 September 2015
Cubist
Plays: 3Px1.
The Game
In Cubists you are sculptors - cube artists - who use dice as the material for sculptures and buildings. You race to complete commissioned artwork, and you contribute towards building an art museum. Both of these give victory points. The game ends when someone completes five sculptures, or when the museum is completed.
These four columns of components are (from left):
(1) The player board. Every turn you roll two dice. You can use them to build sculptures in one of your two workshops here. If you choose not to, or if you can't use the dice yet, you can store them in your storage space (top right corner of your player board). You can store at most two dice. When you build a sculpture, you should build it according to the specifications of the customers. This is a business afterall. The customer requirements are in the next column.
(2) The players race to complete these sculptures requested by customers. Whoever completes one takes the card, and earns one or two bonus dice. The point value of a sculpture card is in the yellow star. The number of bonus dice is indicated by the red cubes. The most important use of the bonus dice is to contribute to building the art museum. You can use them for other purposes, and sometimes it makes sense to do so, but they are usually best used as museum building material, because they score 2VP per die.
(3) This is the construction site of the museum. It starts with one red die as a cornerstone. A blueprint card is randomly drawn at the start of the game (that green card), and everyone builds according to it.
(4) These are the artist cards. When you have two or three dice of the same value, you can use them to book an artist. Artists give a one-time special ability. Once you book an artist, you can use him any time from your next turn onwards. Once used he is discarded (sad but true). An opponent may take over your artist. If he has two (or three) dice of the same value, and that value equals or exceeds the value of your dice on an artist, he can eject your dice and place his in their place. So you probably don't want to wait too long before using your artist. There is much variety in artist abilities. E.g. some give you a die of a specific value, some let you modify the value of a die.
The basic rules around building a sculpture and building the museum are the same. When you add a die next to another, the values of these dice must be different by exactly 1. E.g. you can only place a 3 or a 5 next to a 4. When you add a die on top of another, their values must be the same. You can only place a 4 on top of another 4.
These are the artists. At the moment three are booked. The third artist booked with a pair of 1's has no loyalty at all. Any pair including another pair of 1's can take him away. The second artist booked with 6's is harder to sway, but it is not impossible.
The Play
I did a 3-player game with Allen and Han. I played in a simple way, focusing on just the sculptures, and contributing to the museum construction as often as possible. The competition in completing the commissioned works is fierce. There were a few times Allen was narrowly beaten in completing a sculpture, and it was quite painful for him because it meant much effort had been wasted. The new sculpture order coming in may not look anything like your half completed masterpiece, so often you need to start from scratch. Before you abandon a sculpture you can use the dice for signing up artists. That is a small consolation, but it's better than none.
I'm still unsure about going for artists. Some of them do seem powerful, but I feel they are risky - others may steal your artists. Also they are not exactly cheap, costing at least two dice. I only invested in artists when I had spare dice which I couldn't find a good use for. You do need to consider the artist abilities in the context of the current sculpture orders. Some artists may give you an edge in completing certain orders. Sometimes they let you take a combo-rific turn when the stars line up. That is fun and satisfying.
Deciding which sculptures to work on is something you need to do all the time. If many opponents are working on the same one, there is a higher risk of losing out. If someone is almost done with a sculpture, you probably don't want to go anywhere near it. Sometimes two sculptures are similar, and you want to build in such a way that you have the flexibility to complete it as one or the other. The number of orders is small, so there is no avoiding the competition. You need to choose wisely and hope for the best. This is a tactical decision you make all the time.
Which die values to use in your sculptures is another thing to consider. Ideally you want one workshop to use lower values and the other higher values, so that no matter what you roll, you can fit that die somewhere.
We played very quickly. I'm not sure whether it's us or it's the game. We generally play games at a brisk pace, often starting to take our turns before others finish taking theirs. In Cubist you only roll two dice on your turn. Even if you have two dice stored from your previous turn, that's only four dice in total to consider. There is not that much to think about when you need to decide where to place them. On other players' turns, you should take note of what they are doing, e.g. which sculptures they are going for and which artists they are investing in, but there is still plenty of time to think of your own medium- and long-term strategy. I find this a light and speedy game.
This is my player area. I have completed two sculptures at this moment. They have given me three bonus dice, and I have used them all.
The art museum construction is still in progress. I (green) have contributed two dice. Han (beige) has contributed two too.
The Thoughts
Cubist is a light family strategy game. It's easy to learn. There is a spatial element to it. There is some luck and excitement in the die-rolling. You have a medium-term goal to chase after in the commissioned works, and a long-term goal in the art museum.
Saturday, 11 April 2015
Kingsport Festival
Plays: 4Px1.
The Game
Kingsport Festival is a remake of Kingsburg with a completely different setting and some changes in gameplay. It is now Cthulu-themed. You play cultists rolling dice to pray to the elder gods, the Old Ones. They give you stuff to help you expand your influence in the town of Kingsport, which gives you special abilities as well as victory points. The game is played over 12 rounds, and whoever scores highest at game end wins.
The twenty large square cards on the right are the elder gods, numbered 1 to 20. At the start of every round, each player rolls three dice. You take turns placing your dice on the elder gods to invoke them. Each elder god specifies the exact total dice value required to invoke it. Also, it can only be invoked once per round. This is worker placement. Players can and will block each other. You can invoke a god using all three of your dice, or just two, or even one. However you need to consider whether you will be able to place your remaining dice on your next turn, since the spots you want may be claimed by others by then.
You get various types of resources when you invoke the gods. In game terms they are something like death, violence and tentacles, but I tend to think of them as wood, stone and iron. Every round you may spend resources to expand your influence to one new area in Kingsport. To me it's a little like constructing a new building, so I naturally think of building materials.
The main board on the left is the town of Kingsport. You always start with establishing influence in the house at the centre. Thereafter you can expand to areas adjacent to those where you already have influence.
Every area specifies the cost (icons with spikes) of establishing influence, the victory points awarded (green circles with a star) and the special abilities awarded (text). When you establish influence you place a disc of your colour in the area. The graphic design is dark, and it's hard to see the discs of the black and purple players. I bet you didn't see the black tokens at first glance.
Throughout the game, a semi-random investigator turns up every three rounds to investigate the suspicious events in Kingsport (i.e. the dodgy stuff you have been up to). The strength of the investigators are semi-random. If he is stronger than you are, you will be penalised. If you are stronger, you gain a reward. If your strengths are equal, nothing happens. You can increase your strength by influencing some areas on the board. There is also a type of card you can use to boost your strength. The strengths of the investigators will generally increase as the game progresses, and this keeps the pressure up for the players.
Some elder gods give you cards. You have three types to pick from. One type is for scoring points, one for defeating investigators and one for manipulating dice (e.g. allowing rerolls, increasing values).
This guy on the left is one of the earlier investigators. The card on the right is an event card.
God #3 lets you take one death resource or one tentacle resource. God #4 lets you take one violence resource and one magic point, at the cost of one sanity point. Everyone starts the game fully sane (12 points). Each time you invoke any half-decent elder god, you got nuts a little. That's the price you have to pay for worshipping these mad gods. If you go completely crazy, you won't die or lose the game, but each time you need to lose more sanity, you lose victory points instead. There are ways to regain sanity. Players who roll low totals may improve their sanity for free. Some actions let you recover sanity too. One twist is some cards and some areas are more powerful when you are somewhat crazy, so you don't really want to be too sane, yet you want to avoid being completely bonkers. It's a tricky balance.
The Play
I played with Ivan, Dith and Boon Khim. The highest player count is five, and I think the game is best with more players, because there will be more competition. I've played Kingsburg before, but I had forgotten what it felt like. When I played Kingsport Festival, it immediately felt familiar. The hook in this game is the dice mechanism. Since there are die rolls, there will be luck in this game. If you roll high all the time, you will do well. There are some balancing mechanisms - players who roll low get an earlier turn order, and also get to restore some sanity.
Deciding how to place your dice is the core of the game. You need to consider your opponents' die rolls. If you are going to split up your dice, will you be able to place your remaining dice on your next turn? Do you want to intentionally block your opponent? Which elder god is giving you the resources you want? Do you simply go for that or do you change plans so that you can screw an opponent at the same time? How to expand your influence is the strategic part of the game. You need to consider both the victory point scoring and the abilities you will gain from the areas you have influence over. The areas you expand into should be consistent with your overall evil master plan.
The investigators are a constant pain in the neck. Your first instinct will be to keep increasing your strength to beat them off. However I suspect ignoring them is a valid strategy too. The effort and resources saved this way can be spent on other, possibly more profitable, activities. In our game we were all rather conventional and none of us dared to ignore these pesky busybodies. So I can't prove my theory yet. Maybe next game.
The Thoughts
Kingsport Festival is a mid-weight Eurogame, even though the setting is very Ameritrashy. The mechanisms are definitely Euro, despite the death and violence. And tentacles. When Kingsburg first came out in 2007, the dice mechanism received high praise from many gamers. It is indeed clever, but I didn't particularly like or dislike it. So I am quite neutral towards Kingsport Festival too. I'm not a Cthulu fan, so the setting doesn't attract me. Nor does it bother me. However I do think the changes from Kingsburg make Kingsport Festival a better game.
Monday, 2 March 2015
Roll for the Galaxy
Plays: 2Px7
The Game
Roll for the Galaxy is the dice game version of Race for the Galaxy, but it is not just a simplified or shortened version of the game. It is a game with a similar feel, but it uses different mechanisms. Imagine Mona Lisa being painted by Picasso - familiar yet very different. Here's how it plays.
Players each develop their own galactic empire, starting with one homeworld, and two additional worlds or technologies. This is a tableau game, so as you develop new techs or colonise new planets, you add them to your tableau, and they grant you new powers or benefits. Every planet or tech is worth points. The top-end techs grant bonus points depending on your tableau at game end, e.g. bonus points for techs, or for goods, or for different coloured dice. You can also collect victory point chips during the game using the Ship action. The game ends once a player reaches 12 worlds and/or techs, or when the VP chips are exhausted.
Dice represent your people, and also represent actions you can perform. You start with five basic white dice, plus a few more depending on your start worlds and techs. New worlds you colonise will give more dice.
When a round starts, everyone rolls his dice behind this screen. You first arrange the dice below the small strip, according to the icons rolled. Once done, you pick one die (regardless of icon) and move it onto the action icon on the small strip for the action you want to execute this round.
Once the above is done by all players, the screens are removed, and you get to see what everyone else has picked.
These five big tiles at the centre of the table represent the five action types in the game. After seeing the actions everyone has chosen, these tiles are used to indicate which actions will be available for the round. If an action has been picked by at least one player, other players will be able to execute it too as long as they have dice assigned to that action.
By default, the action a die can be used to execute depends on the icon you have rolled. When you pick an action for the round, you guarantee that this action type will be active, and all the dice you have in that column (including the one placed on the strip) can be used to perform the action of this column. If you have dice in other columns, you will need to hope that other players have picked these columns.
In this photo, I have rolled two Explores (eye), two Develops (diamond), and one Settle (circle). I place one of the Develop dice onto the Settle action icon, meaning that I will definitely be Settling this round. Every die in this column will be used for Settling. I have moved another Develop die to the Settle column using a special ability. My two Explore dice are left in their default location. I will only be able to Explore if my opponent picks Explore.
The five actions in the game are: Explore, Develop, Settle, Produce and Ship. Explore means drawing tiles from a bag. Every tile is two-sided, a world on one side and a tech on the other. When you draw one, you must decide which side to use, and then you place it under your Develop stack (for techs) or Settle stack (for worlds). In this photo above, I have one tech waiting to be Developed and one world waiting to be Settled. I already have two Settle dice on the world, so I just need three more to complete the colonisation.
The Develop and Settle actions simply mean placing dice onto the Develop and Settle stacks. When the number of dice on a stack equals or exceeds the number on the topmost tile, you complete the development or colonisation and get to add that tile to your tableau.
The fourth action is Produce, which means placing the die onto a world to represent a good produced. You won't gain any benefit just yet. You need to use the fifth action - Ship. To Ship means to use a good on a world. There are two ways to use it. You can Trade it, which means earning cash. Cash is important. Whenever you use a die, it goes to a Citizenry area and stays there, until you can afford to pay to bring it out for use again ($1 per die). The other way to use the Ship action is to Consume the good, which means discarding it to gain victory point chips. You gain at least 1VP. If the colour of the good matches that of the world, you gain an extra VP. If the colour of the ship matches that of the world, that's another extra VP too. In the best case, you earn 3VP for one Ship action. In this photo I have five worlds with goods of matching colours, which means good scoring opportunities.
At the start of a round when you do dice rolling and dice assignment, they are done simultaneously by all players. After everyone is ready, the screens are removed at the same time to determine which actions will be available for the current round. After that, usually everyone can perform actions simultaneously too. This minimises downtime.
The game ends when one player reaches 12 worlds and/or techs, or when the VP chips are exhausted (the number of VP chips depends on the number of players).
The Play
Roll for the Galaxy has a bit of multiplayer solitaire feel. I'm a big fan of Race for the Galaxy, but I do not hesitate to say this, even though it is sacrilege to many fellow fans. Defenders of the game will tell you that there is player interaction, just that it is more subtle than other games, which is true. A big part of the game is trying to figure out what actions others will choose, and you need to leech off your opponents. You also need to watch what they are doing in order to gauge the tempo of the game. Sometimes expediting or delaying the game end is the key to victory. You do not directly interfere with your opponents' empires. You are mostly focused on building your own. Player interaction is indirect, but it's there.
Just like Race for the Galaxy, in Roll for the Galaxy you also need to guess what actions your opponents will pick. In this photo my Development stack is empty, which means I am not likely to choose the Develop action. If my opponent wants to Develop, he'd better choose it himself and not hope that I would do it.
You need to remember to maintain a more-or-less steady income, so that your used dice quickly return to work. If you frequently run out of cash, your progress will be fitful.
So far in Roll of the Galaxy I see there are these three main types of strategies - setting up your infrastructure to grab VP chips, going for high valued planets and techs, and customising your empire to score points from 6-cost techs. These can be found in Race for the Galaxy too, but there are some strategies in the former game which don't have equivalents in the newer game. Of course, there are some tactical elements in the newer game which are not present in the older. E.g. powers for manipulating dice, and making use of the different die-face distribution of the dice.
One part of the game which slows down is the Explore action. There is some downtime here if one player takes a few Explore actions while others have not allocated any dice for Exploration. It takes time to look at the tiles drawn and choose how to place them on your player board. This can take a fair bit of time when you are new to the game. After you are familiar with the tiles, this phase should move faster.
The dice come in seven colours, and the die-face distribution differs depending on the colour of the die. The white starting dice have more Explore icons than others. The valuable green and yellow dice have more star faces (jokers).
The inside of the player screen is a reference sheet. This looks rather intimidating, but once the rules are explained, you will find this very comprehensive and useful.
The Thoughts
Roll for the Galaxy is a development game and a tableau game. As your grow your empire, you gain more and more powers, which help you further expand your empire. It is satisfying to see how your tableau develops and to make use of combos between your planets and techs. Putting together a coherent set of planets and techs is what tableau games are all about. Often you need to make do with what you draw from the bag, and this is part of the challenge. With so much dice rolling, the game may sound luck-heavy. However I find that there many ways to manipulate your dice and to mitigate luck. Your basic abilities already let you reassign one die to execute any action you want, and there is also another basic ability to let you spend one die to reassign another. So you are never fully at the mercy of what you roll. I find that more often than not my dilemma is that I need to decide how best to reassign my dice, and not that I'm stuck with die results I can't do anything with. Should I split up my dice to try to do a few different actions (hoping others will pick actions I don't pick)? Or should I try to focus all my dice on one action type - the one which I can guarantee will happen? What type of die colour should I go for when I picking new planets to Settle? When I pay to reactivate dice, which ones should I pick?
I can't help comparing Roll for the Galaxy with Race for the Galaxy. They feel very similar, and yet are quite different at the same time. Roll is definitely not a simplified or more luck-heavy version of Race. Although overall I would say the strategy space of Roll is smaller, the play time and the number and type of decisions you need to make are about the same as Race. Does that mean if you own Race you don't need Roll? I'm a long-time fan of Race. To me, Roll is an alternative way to enjoy Race, so I don't find it redundant at all. If you didn't enjoy Race, there is still a chance you might like Roll, because some of the fundamental mechanisms are rather different.