Gloomhaven: Jaws of the Lion

Gloomhaven: Jaws of the Lion

Disclosure: A review copy of Gloomhaven: Jaws of the lion was provided by Cephlofair Games

Introduction

If you had asked me my thoughts on Gloomhaven two months ago, I would have pointed you to my post on Bigfoot’s Trash Taste, where I boldly speak about how I find Gloomhaven frustrating and how I didn’t enjoy the dozen times I sat down to play it. So when the opportunity from Cephlofair Games to get a review copy of the smaller follow-up game, Gloomhaven: Jaws of the Lion came up, I was surprised to find myself compelled to revisit the Gloomhaven system.

I recently wrote more in depth about the full sized Gloomhaven, the 21 pound big red box full of mystery, anguish, joy, and frustration. I talked about how a negative first impression soured my opinion of the game for nearly 5 years, only to have it slowly turned around by the digital implementation. So when Jaws of the Lion showed up at my door, I roped a couple of friends (Bear, from my regular weekly game night and his partner, Lynx) into playing with me. Bear has some experience with role-playing games, and his wife, an avid gamer in her own right, enjoys combative games. If there’s a throat nearby, she’s keen to punch it, but neither had played any Gloomhaven before.

With that in mind, over the past month we’ve made our way through the first 5 scenarios for Gloomhaven: Jaws of the Lion. Before I really launch into how our games went, you might be asking yourself: “What exactly is Jaws of the Lion and what makes it different from Gloomhaven?” While Gloomhaven is a massive box with a ~100 scenario campaign, 17 playable characters, more than 30 different monsters, and dozens of map tiles to create wildly different scenarios, Jaws of the Lion is a much smaller box. Containing only 4 playable characters, 16 monster types, and a comparatively straightforward 25 scenario campaign. The goal of Gloomhaven: Jaws of the Lion was to provide an easier way for gamers to get introduced to the Gloomhaven system. The first 5 scenarios are a tutorial that introduces the rules of the game gradually, instead of all the information overload that the full Gloomhaven game is. The setup for each scenario is simplified in Jaws of the Lion, due to the map tiles being replaced with a spiral bound scenario book that features artwork specific to each scenario.

How to Play

Here’s an extremely quick how-to-play. At the start of each round, you’ll play two cards from your hand. The number in the centre of one of the cards will indicate your initiative, that will dictate the turn order. On your turn, you activate the top action of one of your cards, and the bottom action of the other card. Every card for every character is different, and using your abilities to synergize with each other is key to victory. As you gain levels, you’ll have more cards to choose from, but the number of cards you can take into each mission is static, based on your character.

Most missions in Gloomhaven: Jaws of the Lion are comprised of ‘kill everything’, and most actions involve moving and hitting. Each attack has you flip a card from your own attack modifier deck, which you can upgrade and modify as you accomplish tasks and gain levels.

Now, that’s basically it, but there are a ton of rules and nuance in Gloomhaven that are important to understand fully before you can understand the situations well enough to play through a mission well!

Review

Introducing Bear and Lynx to Gloomhaven via Jaws of the Lion was a treat. The tutorial structure introduces the very core mechanics with special, tutorial cards that include helpful text boxes of how to read the icons and apply the effects of the card. The enemies have one static ability, making it easy to plan your approach, and it feels like any group could stumble through this mission and come out the other end unscathed.

The subsequent missions add in all the elements that make up the full Gloomhaven gameplay experience. More cards, burning (or losing) cards after a powerful effect, experience points, gold, elements, modifier decks, monster attack decks, blesses and curses, pushing and pulling, status conditions, losing a card to negate damage, and so on. The training wheels come off and the tutorial launches the player into the full Gloomhaven experience. There are so many things going on in a regular Gloomhaven game that introducing someone to the full experience is quite a challenge. This, step-by-step approach worked wonders. At no point did any of us feel overwhelmed by rules. Each mission stretched our brains like pizza dough until we filled the pan. Gently, working each corner one at a time, careful not to tear our precious brains by roughly forcing too many rules in at one time.

The setting and story is dark and brooding. It starts with a missing husband, and very quickly you stumble into occult rituals and dark sacrifices. Unnatural abominations and living corpses are featured early on. That said, the gameplay is entirely combat; you’re trying to kill your opponents. If violence and malevolence turns you off, the narrative is going to leave a sour taste in your mouth.

I’m not sure what else to say about Gloomhaven: Jaws of the Lion. If you’ve played Gloomhaven, it’s more of the great gameplay that you’ve come to expect, albeit a bit of the extraneous bits trimmed off the edges. If you’re new to the system, the tutorial is an excellent on ramp to the system. Once you’ve learned the whole game, Jaws of the Lion might feel a bit too streamlined for your liking. The four characters synergize extremely well together, and that’s by design. You don’t need to spend significant time and effort crafting each of your characters and decks, so they’ll work together. In the same breath, the missions feel easier than the base game. We’ve come close to losing only once, and that might be a byproduct of the built-in synergies of the 4 classes that come in the box.

At the end of the day, if you’re interested and inexperienced in Gloomhaven, you cannot go wrong with Jaws of the Lion. It’s cheaper to acquire, faster to set up, and guides you into the experience. I can absolutely see people completing the ~20 missions that come in the campaign, then launching themselves into the full game, only to really appreciate the guard rails that Jaws of the Lion has for its players. Those guard rails are helpful for some people, but restricting for others. Treating Jaws of the Lion as an epilogue for a group that actually managed to complete their Gloomhaven campaign may feel a bit unsatisfying. It lacks the long term goals and discovery that I think takes the experience up to the next level.

My 10 Favourite Board Games from 2022 (As of June 2023)

My 10 Favourite Board Games from 2022 (As of June 2023)

I never feel ready to make a “top games of X year” list when the new year comes around. The odds of me playing a significant amount of new releases is fairly small. As you can tell from my Best New to Me Games of 2022 post, and the fact that only 2 games released in 2022 made that list, I don’t play games the moment they get released.

Halfway through 2023 and I finally feel like I’ve played an adequate number of 2022’s titles where I can make a list highlighting the bright spots of this gaming year!

10. Wingspan: Asia

Number 10 on my list is Wingspan: Asia, designed by Elizabeth Hargrave and published by Stonemaier Games. Wingspan: Asia is a stand-alone expansion to the very popular Wingspan. What makes this expansion a bit special, is that it contains everything that you need to play the game with just 2 players. It also includes a ‘duet’ board, which adds a bit of an area control aspect to the game. When you play a card that matches a feature on the board, you place a token of your colour on that spot. Many of the end of round goals that come in this expansion focus on your positions on this board. Some demand you have tokens on as many rows as possible, while others will reward a dominating force in the wetlands.

My biggest pet peeve with Wingspan: Asia is that the tokens you’re placing on that duet board are ying-yang shaped wooden pieces. However, only one piece can exist on each of the spaces, which makes me question, why use ying-yang pieces at all? They fit together perfectly! Surely that would serve some purpose, right?

Alas, it’s a minor gripe. Wingspan: Asia contains all the great engine building gameplay that you know and love from the Wingspan series. It’s a game that my wife adores, and I’m very happy to have a two player specific version to play with her.

9. One Deck Galaxy

One Deck Dungeon is a dice-rolling dungeon crawl adventure that I got mildly obsessed with when I picked up the app version. You pick a character, get a pool of dice, and throw yourself against various challenges, which in the end, will level you up, expand your dice pool, and culminate with a fight against a big boss.

One Deck Galaxy designed by Chris Cieslik and published by Asmadi Games is the space themed sci-fi follow-up. You embody a hero, facing off against a dangerous foe. You roll and re-roll your dice pool, and adjust the rolls with skills and abilities, trying to clear certain thresholds to bring the card into your fold, which will grant you new abilities, expand your dice pool, or upgrade your base, all in an effort to clear the thresholds that the foe has, before calamity strikes, and you are overwhelmed.

I really enjoy the tactility of rolling mitt fulls of colourful dice. One Deck Galaxy makes for an excellent solo game, with 5 heroes and 5 foes to test your mettle against, it makes for an excellent little package. I’ve only played a few times, but it’s currently sitting behind me at work, begging to be broken out during a lunch break!

8. Foundations of Rome

Designer Emerson Matsuuchi has quite a catalogue of games under his belt. From the Century line of games, to Specter Ops, to HerStory, and now, Foundations of Rome. What each of these games have in common is that they’re all reasonably light and quick. What makes Foundations of Rome stand out, is the lavish production that publisher Arcane Wonders put into this product.

Sitting at an impressive 17″ by 15″ by 14″, this massive cube will take up several spots on your game shelf, and catch the eye of anyone wondering by.

The game itself is fairly simple, on your turn you either claim a plot of land, take income, or, place a building down on the main board, assuming you’ve claimed adjacent plots of land. The buildings you build will either earn you income and points, or, provide you with citizens, which may inadvertently give points to your opponents if you’re not paying attention. There are also civic buildings, all of which earn points in different ways, based on the buildings they’re placed adjacent to.

Considering it’s much larger than average footprint and price tag, Foundations of Rome is a fast and easy game to play. Each player’s components are contained within their own custom plastic tray, making setup as easy as passing each player a tray of their preferred colour.

While I can’t fathom ever putting up the cash to own this box myself, I would happily play it whenever it’s available to me. Thankfully, our local board game cafe has a copy in their library, which may serve as a pull to get me in there more often!

7. First Rat

I don’t know where or when I became aware of First Rat, designed by Gabriele Ausiello and Virginio Gigli, and published by Pegasus Spiele, but the theme was immediately charming to me. Players take control of a colony of rats that are inspired by comics and fuelled by apple cores to build a rocket ship and blast off to the cheese moon.

The clever gameplay of First Rat starts by giving you two rats to control, and on your turn, you can either move one rat 1 to 5 spaces, or multiple rats 1 to 3 spaces. The caveat being that all the rats need to end their turn on spaces of the same colour. Each space gives you resources, and with some added bonuses of stolen backpacks and lightbulbs, your ability to accrue resources gets better and better as the game goes on.

First Rat has a great engine building feel. At the start of the game you’ll feel utterly accomplished when you manage to collect 3 cheese on a single turn, but come the end of the game, you might swing a turn where you could collect 9 to 20 cheese. The progression feels excellent. First Rat is also quick to play, and offers a variable side of the board, so you can mix and match the spaces, thwarting that one player who manages to find the optimum route on the first play. I’ve only played First Rat once, but I’m looking forward to more

6. Kites

I love real time games. If a game has a real time component, I’m instantly down to give it a shot. Kites, designed by Kevin Hamano and published by Floodgate Games, gives you 6 timers and a stack of cards, then tasks you with keeping all the timers going simultaneously via card play.

Each card has one or two colours on it. When you play a card, you must flip over the colours depicted on the card, then draw a new card. If any of the timers ever run out, you lose. If you manage to drain the entire deck and play all the cards from your hand, then you win!

Kites components – Image credit: W. Eric Martin @BGG

It’s straightforward, elegant, exciting, and kinetic. You’ll be anxiously looking at the red timer getting close to empty, play a card to flip it, then the next player will play a purple and red card. The anguish and stress that comes from trying to quickly parse your cards and which timer needs flipping, all while those timers are constantly draining, is simply delicious. I’m not sure how much staying power Kites has, I imagine once your group figures out the ‘flow’, it’ll move from exciting to just an exercise in flipping timers. But I really enjoyed the two times I’ve played Kites so far, and I won’t hesitate to introduce new players to this fun game.

5. Viticulture World: Cooperative Expansion

I’ve already talked about Viticulture World: Cooperative Expansion at length on this blog late last year. We bought it as a birthday gift for one of our game group members, as Viticulture: Essential Edition was one of his top 10 games of all time. And he loves cooperative games, making this expansion, designed by Mihir Shah and Francesco Testini published by Stonemaier Games, a no-brainer.

If you don’t want to read my full review, here’s the summary. It’s great. I enjoyed playing Viticulture World more than the competitive regular game. If you like coop games, and you like Viticulture, this is a must get!

4. Cat in the Box: Deluxe Edition

Most people have some kind of history with trick taking games. My mom had a game group where they would play Hearts into the wee hours of the morning. As I grew up, my family gatherings always included a game of Wizard. Many of the gamers I’ve talked to have a similar background, of a specific trick taking game being something that brings people together.

Cat in the Box: Deluxe Edition, designed by Muneyuki Yokouchi and published by Bézier Games, puts an out-of-the-box twist on the trick taking game formula. All the cards are black, and are suitless until observed. And by that, I mean, you need to declare what suit each card is when you play it. It’s fascinating that a trick taking game still works when you just, let people decide which suits they were dealt.

There are still rules, like, if you choose to not follow the lead suit, you are declaring that you have no other cards of that suit in your hand. And a big wrinkle in this game, is there are 5 of each card number, but only 4 can be played. If you find yourself in a situation where you cannot play a card, you cause a paradox and the round ends.

I am looking forward to getting my hands on my own copy and introducing Cat in the Box to my friends and family!

3. Akropolis

I spent a couple of weeks in Saskatoon in April, and while I was there I met up with Ryan Rau of Mista Rau’s Gaming to just chat and play a few games. He pulled out Akropolis, and knowing absolutely nothing about the game going in, I was floored at how much I enjoyed this game.

Akropolis, designed by Jules Messaud and published by Gigamic, is a tile laying game where you’re trying to build up your own city. Each of the tiles consists of 3 hexagons in a triangle pattern, which each hexagon depicting one of the various buildings. Each building scores differently, the blue buildings must be touching, the purple buildings must be enclosed, yadda yadda. When placing a building into your city, you can choose to build on top of other buildings. If you cover white buildings, you’ll get stone, and if you cover point scoring buildings, they no longer count for anything. But the buildings that end up on top, get better. A point scoring building on the third level scores 3 times, turning those useless quarry buildings into copies of the colours you want!

In addition to the vertical planning required for building a game-winning city, you also need to pick tiles that hold the stars. As each colour, building will be multiplied by the number of stars that you manage to collect. And in case you were wondering, each player only starts with 1 blue star.

I’ve played Akropolis a few times now, and it’s immensely satisfying. Placing the tiles in the exact right spot, overbuilding useless tiles with ones that generate tones of points, and denying your opponent any stars of the building they’ve been amassing since the start of the game are all simple joys. I would not be surprised if Akropolis ends up becoming a beloved tile laying game next to Calico or Azul.

2. Bullet⭐

I’ve already raved about how much I love Bullet♥︎ and the amazingly puzzly solo boss battle mode. The 2022 expansion, Bullet⭐, designed by Joshua Van Laningham and published by Level 99 Games, is literally just more of the same game. 8 new heroines and 8 new bosses, perfectly intergratable with the base game, there was nothing for me not to love about this expansion.

The new characters are a bit more out there. Their powers push the game system in new and interesting ways. Between Jane Doe, a half girl half deer detective who has three special bullets representing her get in your bag that you need to pull out to use, and Nawa, who has no actions or action points, but has persistent recipes that can be used endlessly (provided the bullet requirements are met). The pattern cards can move bullets, but with only 3 of those per round, things get dicey, quickly.

It’s difficult for me to articulate why I love Bullet⭐ and Bullet❤️ so dearly, but they spark something in my soul. An excitement that reminds me why I love board games. This is a ceberal puzzle that I don’t really feel in other kinds of games. I’m so happy with this expansion, as it just doubled my possibilities with this system!

1. Paperback Adventures

This one is kind of a cheat, as I got the opportunity to review a digital version of Paperback Adventures back in 2021. But, the game actually released in 2022. But Paperback Adventures is so much fun that I can’t help but put it as my favourite game of 2022.

Paperback Adventures is a solo roguelike deck building word game, designed by Tim Fowers and Skye Larson. In Paperback Adventures, you take on the persona of one of three heroes, the Damsel, Ex Machina, and Plothook, each with a unique deck of cards. A game takes place over 3 books, with each book pitting you against a minion and a boss. Each turn has you drawing 4 letter cards, which you add to a persistent wild card, and a vowel card, depending on the enemy you’re facing, and tasks you with making a word.

Once a word is made, you choose to show (or splay) either the left side of the cards, or the right side of the cards, revealing symbols that will provide you with attack, defence, and energy. In addition to these symbols, the letter on top will activate its special ability, which is the text in the centre. The downside, is that the top card will then be removed from your deck for the rest of the combat

It’s not hard to use all your letters, but it is challenging to get the right letter in the right spot. Adding into the challenge, you have the enemy attacks, your items, and skills that all need to be considered before you commit to your attack. Your health doesn’t automatically recover at the end of each combat, either, so taking wounds could mean disaster down the line.

As you defeat enemies, you’ll replace cards in your deck, upgrade cards, which has you flip them around in their sleeve to make them stronger, acquire macguffins and items that drastically improve your abilities, and challenge weird and wacky bosses, each with their own reward cards, offering a disjointed, but lovely vignette.

There are criticisms of the production, mainly that the trays that you use to track health, boons, and poison on are too tight. And it’s true, they are, but after a couple plays, the plastic gets a little worn in, making that problem fade into the background. Still, to address this, Fowers Games has made replacement components available to anyone who wants them.

Paperback Adventures is my favourite game of 2022. Every time I play, I’m caught off-guard with just how much I enjoy this roguelike adventure. There are some coop two player modes in the box, but I haven’t had the chance to give those a try yet.

And those are my favourite games from 2022! If you have some favourites or think that I’ve missed some great games, let me know in the comments below!

Clank! Legacy: Acquisitions Incorporated

Clank! Legacy: Acquisitions Incorporated

  • Number of plays: 13
  • Designer: Andy Clautice, Paul Dennen
  • Artists: Clay Brooks, Anika Burrell, Derek Herring, Raul Ramos, Nate Storm, Alain Viesca
  • Release Year: 2019
  • Mechanics: Deck Building, Narrative Adventure, Pick up and Deliver, Legacy

Introduction

It’s kind of amazing how Legacy games rose and fall over the last decade. What started back in 2011 with Risk Legacy, and rose to provenance in 2015 with Pandemic Legacy: Season 1, there was a time when Legacy games were all the rage, when board game hobbyists were clamouring for more campaigns. Original games like Seafall and Charterstone promised a unique game experience instead of using a ‘tried and true’ existing game as their foundation. Ultimate Werewolf, Machi Koro, and Betrayal at House on the Hill all produced Legacy versions of their popular games.

If you were anything like me, we went from a dearth to a glut of half-finished campaigns. It turns out, committing to play the same game 12 – 24 times is actually quite a tall order. With 4 players, all of whom have different tastes, and new games always on the way, choosing to return to a Legacy game means not playing whatever new, exciting game for another week. And then one of your friends decides to start a board game blog, and is always pushing to play something new, so he can produce new content, and you’re left with boxes of half finished games on your shelf. What scum.

How to Play

Clank! is a deck building game, in which players are delving into a dangerous mine to steal the most valuable artifact they can get their hands on, then escape with their loot. Each player starts the game with a deck of 10 cards, containing some boots for movement, some burgle, that grants some skill, which allows you to buy new cards, and a two stumble cards, which simply produce the titular resource, clank.

As players play cards, acquire new cards, and move deeper into the dungeon, they will inevitably produce clank, which represents the noise you make. After buying cards from the market row to augment and power up your abilities, the new cards that come out may have a symbol that triggers the dragon to attack. When this happens, all the clank that has been produced gets swept up into a bag, then, some cubes are drawn. If your colour comes out, OUCH! It gets placed on your health bar, and should you ever reach 10 damage, you’re out of the game. As you and your fellow thieves manage to ransack the dungeon, the dragon will get angrier, and draw more cubes each time an attack happens. If you die while in the underground, you’re the dragon’s dinner. You don’t get the opportunity to score your points, and no one remembers your name. If you die while in the above ground, hurrah! The local villagers haul your maimed body to the inn, where you can recount your tale of danger. Even better, if you manage to return to the starting spot with an artifact in hand, you earn a bonus 20 points.

Clank!: Legacy – Acquisitions Incorporated takes this gameplay, and adds in some story beats. A narrative set in the Penny Arcade universe, with extra goals and bonus objectives that can help or hinder your party should you manage to complete, or fail to satisfy before the end of each game. As each game progresses, you’ll be tearing up contract cards, placing new location stickers on the board, augmenting cards, and adding bonuses to specific spots on the board. Each game will end with a winner, the player who earned the most points, and a Associate Spotlight, the player who managed to accomplish the objective set by the story at the start of the game.

Review

My experience playing Clank!: Legacy – Acquisitions Incorporated was a bit odd. We bought the game as a group and broke it out during our first Cabin-con. We played 4 games back to back, and I was utterly in love. There was so much discovery, so many things to sticker, branching paths in the narrative, I was deliriously enjoying the experience. The last game of that weekend saw my character at the bottom of the map while everyone else was nearly out, spelling an almost certain doom for me. I choose to accept my fate and push further to get the last story beat, which just so happened to reveal a genie, granting me a massive 20 point relic, and teleporting me out of the danger zone. That was one of the few games I won.

My goal while playing Clank!: Legacy – Acquisitions Incorporated was never to get the highest score. Instead, I always chased down what thought the associate spotlight award was going to be. I would beeline to the spots on the map that would have us reading from the book, I would eschew ‘good’ cards if they didn’t help me fulfill the available contracts. More than once, I sacrificed my game to satisfy my need for discovery.

Each play of Clank!: Legacy – Acquisitions Incorporated took between 2 and 3 hours. Every few turns there’s a new paragraph to be read, stickers to apply, and conditions to update. I loved it, but constantly having to stop, and read, and sticker utterly broke the flow of the game. In the latter half of the campaign, the discovery slowed down. A lot fewer stickers were being placed, only a handful of contracts were available, and the deck of cards left to unlock was gradually getting thinner. Even with the discovery elements waning, each game still managed to introduce new mechanics that would keep the game from getting stale.

After that first day where we played 4 games in a row, it took us a further year and half to finish the next 8 games. Every couple of months we’d break it out, need to re-learn the nuance of the legacy elements. None of us were major fans of the base game of Clank, which Acquisitions Incorporated was based off of, but we knew the gist. We’d often forget how some of the elements that were unlocked in our previous game worked, and we’d often forget the bonuses that we unlocked at our pub, because that board would be way off at the end of the table. Clank!: Legacy – Acquisitions Incorporated is a table hog, spanning the entire breadth of my average sized dining table, and still needing spare chairs for the boxes, books, and sticker sheets. Furthermore, we’d forget the nuance of how the shrines worked, or that we had to draw vault cards at the start of each mission. I suspect this wouldn’t have been a problem if we had less time between each games, but, when your game group priortizes new games over old ones as ours does, there’s only so much you can do. It weirdly felt like learning a new game, every time we sat down to play.

I don’t know if Clank!: Legacy – Acquisitions Incorporated is strictly better than the base game of Clank!. Now that we’re done, none of us feel compelled to keep the giant box that held everything. There’s literally a 0% chance one of us will want to play a ‘normal’ game of Clank! on that legacy board. At least with the base game (or one of the sequels that offer a spin on the main layout) I’d feel compelled to play with people who are new to the deck building genre of board games. Clank!: Legacy – Acquisitions Incorporated is a behemoth on the shelf, taking up too much space, and now that we’ve finished the story, there’s a dozen little rules that’d I’d have to teach that when introduced over time, aren’t too onerous, but when thrown in all at once, can be a bit overwhelming.

Luck and balance aren’t things that I want to harp on, as with every deck builder, there is some element of luck. Pulling enough boots at a critical moment, or getting just the right amount of skill points, allowing you to get a powerful card at the perfect time, isn’t something that can really be balanced for. The deck of cards that makes up the offer is thick. There are few duplicates in the deck, making the offer feel different every time. That said, it really sucks when someone manages to score an excellent combo of cards, letting them pull off amazing turns, whilst your turn is “move two spaces, get 3 skill points, produce one clank. Oh look, all the cards cost 4 or more, so I guess I’ll take another explore card.”

The narrative of Clank!: Legacy – Acquisitions Incorporated is funny. My friend, Bear did a fantastic job as the role of the narrator. Perfectly assuming the accents of various rogues and rapscallions. Even with humourous writing and a great narrator, the story didn’t really grip us. One disconnect I had, was that we were all members of the same crew, the titular Acquisitions Incorporated, but at no point is this a cooperative game. Several times the story nudged us in the direction of collaboration, such as not letting the opposing crew, the Dran Enterprises steal our clients, but there wasn’t any real push to collaborate, other than for the joy of the story. As a group of mechanically driven people, it wasn’t enough for us. For each of us, our goal was to win the game, and/or, get the highest score possible. Collaborating would generally be in direct conflict of that goal. More than once I was fusturated by the fact that the next story objective was way at the bottom of the map, so I had to choose between going after that story, or, escaping from the depths before the dragon took a chunk out of my hide. And, as soon as I commit to delving deep, someone would snag a relic, and players would start cycling the offer row, trying to trigger the dragon more and more, punishing me for my choice. It’s a great mechanic in the base game, but when Clank! Leagcy is trying to tell a story, it feels like it’s trying to play two tunes at the same time.

I’ve heard of a few people report that playing Clank!: Legacy – Acquisitions Incorporated was one of their absolute best board game experiences. And some who report that they basically played the game cooperatively, The whole table would work together so they could discover the absolute most that the game had to offer. Honestly, before embarking on this legacy game, I wasn’t a very big fan of Clank! in general. And as far as legacy games go, Clank!: Legacy – Acquisitions Incorporated had everything I want in a legacy game experience; a doublesided map to explore, tonnes of story, stickers, destroying cards, bringing new cards into the system, surprise twists, you name it. But the biggest detractor I felt is that we had to play Clank! 13 times, and had no clear indication what we were supposed to be doing. How you actually win the campaign wasn’t revealed until the entire campaign was over. I was always chasing the Associate Spotlight award, but, that was a self imposed goal. I had no idea what reward that would net me in the end. And honestly, that’s something that’s always really irked me and my game group. We like to know all the rules before we start playing, so, when we open a rulebook and see huge blank spaces to be filled in with new rules as we progress, it’s not something we actually enjoy.

One of our players admitted they weren’t having fun and bowed out halfway through the campaign, so Clank!: Legacy – Acquisitions Incorporated became the game that we played when that player wasn’t available for our regular game night. It took a year and half, but we actually finished it, which is more than I can say for almost every other Legacy game I’ve attempted. I’m happy that we completed the campaign, the experience was good, but I can’t say that it left me particularily satisfied. It’s not something that I would recommend to everyone. If you enjoy Clank!, this is a no brainer. It’s more of what you like, and an obligation to play it more frequently. But if you don’t have any strong feelings for Clank!, or, if you actively dislike it, Clank!: Legacy – Acquisitions Incorporated is not going to change your mind.

Galaxy Trucker – The Big Expansion

Galaxy Trucker – The Big Expansion

It might seem weird to talk about an expansion from 2008 that’s been woefully out of print for longer than I’ve even been into board games, and has a revamped and updated second edition currently available for sale. But I don’t have that second edition, I have the first edition, and I want an excuse to talk about Galaxy Trucker some more

For those uninitiated, Galaxy Trucker, designed by Vlaada Chvatil and published by Czech Games Edition in 2007 is a game in which players are tasked with building a ship in real time. Frantically flipping tiles from the centre of the board and choosing to weld them into a cohesive spaceship, then running that ramshackle boat through a gauntlet of peril, illicits so much joy in my heart. I’ve covered the base game in depth here, and it currently sits as my second favourite game of all time.

The Big Expansion is one of the few expansions that I would call necessary for anyone who’s played a fair amount of Galaxy Trucker. A lot of its additions make the game a bit more punishing, which, after you’ve played the base game half a dozen or more times, feels necessary.

Not to brag, but I have 19 plays of Galaxy Trucker under my belt, making me a veritable veteran. I’ve also played the campaign mode in the app a few times through, meaning my grasp of ship building is not to be underestimated.

Yeah, 19 plays is NOT a brag…

My challenge, when playing with new players, is that I have a pretty good idea how to build a ship without any major deficiencies. While I haven’t memorized every tile and card in the game and know exactly how many guns a level 2 ship should have, I’m pretty good at not placing redundant components on my ship. My size lasers are two spaces apart to cover 6 squares, my shields don’t cover the same sides, I don’t have two of the same life support modules on my ship. I can intuit what parts I need for my ship fairly well, and that experience puts me two large steps ahead of my friends, who only have half a dozen plays under their belt.

And, here’s the major problem. When you play it well, Galaxy Trucker is kind of boring. If you make it through all 3 runs unscathed, well… that’s just not very exciting. I suspect the Vlaada Chvatil had similar feelings, because everything in this expansion adds complexity and difficulty. It’s like a saw-blade. In the hands of an experienced person, an excellent tool. In the hands of a child? Well, someone’s going to be upset my this metaphor…

What Does This Expansion Add?

Galaxy Trucker: The Big Expansion adds several modules.

  • Pieces to allow for a 5th player
  • New ship blueprints for the first and second adventures
  • A Rough Roads module, which introduces a new rule for all players
  • Promo adventure cards, changing up the adventures
  • Evil Machinations, all players get to insert a potentially devastating card into the adventure deck
  • New ship classes
  • Cyan Aliens, who offer unique benefits depending on the specialist you’ve chosen
  • 10 new ship components, all of which add-in some major benefits, but can also have devastating drawbacks.

The new ships are brilliant for those who are experienced with the base game. The level 1 ship can be rotated in any direction, but engines still must fire backwards. These ships can also be hit on every dice roll, no longer can you rely on rolling an 11 and having that large asteroid narrowly miss your crew quarters.

The level 2 ship is actually 2 smaller ships that you need to fly in tandem. They offer many challenges, such as needing to staff and power the two halves of your ship separately, and your flight speed is set to the lower of the two ships. They have a few benefits however, like adding the firepower from both ships together, and more outside edge pieces to place guns.

Neither of these two new ships are ‘insurable’, meaning if you choose to partake in these new designs, you’re putting your wallet at stake. There is no limit to the amount of losses you need to play should your ship crumble under the weight of the galaxy. Luckily for me, playing Galaxy Trucker is never about the money.

Returning to my sentiment about surviving unscathed and how boring it is, the Rough Roads module seeks to ruin your day. A number of the Rough Roads cards are revealed before building your ship, so you can, hopefully, plan around these new rules. They can include things like, explosive batteries, if you lose a battery component, the 8 surrounding components are also lost, or, space junk, in which every piece that falls off a ship becomes a large meteor for every player behind them.

The Rough Roads’ module turns up the difficulty and chaos to its maximum value. I’ve found these cards combined with the new ships are a great way to handicap experienced players. Not all players need to adhere to these new rules, but you can decide as a group. Generally, Bigfoot and I take on the massive challenges, while Otter opts for the safe and easy routes. Again, for me, score doesn’t matter, I don’t care about balance in Galaxy Trucker. I’m here to chew bubble gum and watch ships get blow’d up. And I’m all out of bubble gum.

Who is this Expansion For?

I can definitively say that this expansion is for those who absolutely love the chaos of Galaxy Trucker, and just want more. They want harder missions, tougher ships, and unforgiving twists around every space bend. The Big Expansion (and by extension, the Keep on Trucking expansion for the second edition) breathes life and flavour into a fun and fantastic system.

That said, it also adds complexity. It turns Galaxy Trucker from a game that I can teach to anyone quickly, into a game with well over a dozen different components. The back of the expansion rule book includes a summary of all the new pieces, which I always make a point of putting near the new players, so they can quickly reference what these pieces actually do. Inevitably, they just ignore the new pieces, casting them aside because they’re too complex. It’s a lot of computations their brain can’t handle during the stress of a real time phase.

The tiles are a pain to separate out, meaning this expansion will probably live forever folded into your base game. It’s great for experienced truckers, but fresh meat need not apply.

I love the modularity of the difficulty. I enjoy the trade-offs a lot of the new pieces introduce. The new ships are wild and frenetic, and I absolutely adore everything The Big Expansion adds to Galaxy Trucker. I recognize that the base game was incredibly divisive, people either love it or hate it. If you hate Galaxy Trucker because it’s random, too chaotic, has a ‘pummel the loser’ problem, and feel dispirited when your ship falls apart, this expansion does absolutely nothing to ease those qualms. But if you’re on the ‘love it’ side of that dichotomy, The Big Expansion just gives you more to love. It’s a must-have for Galaxy Trucker fans, and I’m so glad they brought it back for Galaxy Trucker’s second edition.

What is a Point Worth? – Introducing Goodat.games

What is a Point Worth? – Introducing Goodat.games

What is a point worth? This is a question that comes up frequently when I’m learning new games. After the rules are done and the scoring conditions are being discussed, I have to ask what the average score tends to be. Unfortunately, I am frequently playing new games where no one at the table has any anecdotal evidence of what’s average final score, can be.

If you’ve played a lot of games, you may have run into this problem. Say you’ve just finished off a game of Castles of Burgundy. You managed a pretty good score, just squeaking over that 200 point mark. Feeling pretty good about that score, your friend pulls out Agricola. During the rules teach they mention that if you can’t feed your family during a harvest, you’ll have to take a beggar card for every food you’re short, and those are worth -3 points. “No problem” you think to yourself. 3 points is basically nothing. Flash forward to the end of the game and the winning player earned 30 points. You look down at those three beggar cards you took right off the bat and realize that 9 points is ~30% of a winning score.

In some games, it’s fairly easy to get a feel for how valuable a single point is. In Dune: Imperium, the first player to get to 10 points triggers the end of the game, and probably wins. In that case, it’s easy to see how valuable a single point is. In Food Chain Magnate, your money is your score, and the game ends when the bank is depleted. You know the total sum of ‘points’ available from the moment the bank breaks the first time.

Players all choose how much money the bank will have at the start of Food Chain Magnate

Other games have their scoring a bit more nebulous. Wingspan for instance, the final score will be highly dependent on which scoring objectives come out, which birds are available, and how many scoring cards each player managed to take into their hand. The scores in Isle of Skye can swing wildly, depending on just the order in which the objectives get scored!

Another thing to consider is some games have a fairly set amount of points, no matter the player count. Vikings and Raiders of the North Sea are two games that don’t scale with player counts. The competition for each point becomes fiercer the more players you add to the game. This is especially frustrating when someone offers anecdotal evidence, “Oh yeah, Otter and I played Raiders of the North Sea a few months ago. Our scores were in the 80 point range”, not realizing that in a 3 player game, 60 points a more average score.

11 points is a big difference in a 4 player game of Raiders of the North Sea

So, naturally, when playing so many different games, it can be hard to value a point. Knowing when to throw away a card that offers you two points in favour of something else can be key. I’m not going to take one of the 4 point buildings as my first pick in Castles of Burgundy, but in some other game, getting an easy 2 points is a worthy trade-off. And Bigfoot finally got sick of my whining, so he created Goodat.games to solve my whining.

Goodat.games queries BoardGameGeek’s user submitted scores and plots out the average score on a handy graph to answer the question, “What is a point worth?” It includes filters to sort by the number of players, narrow down the subset of data based on a year or month, and can even tell you what the average score is for each placement in a game (e.g. the average winning score in a 4 player game of 7 Wonders)

What’s the average winning score of a 4 player game of 7 Wonders? Around 58

Goodat.games is a work in progress, but it has become such a handy tool in my board game life, that I feel compelled to share it with the world. There are limitations, like it doesn’t have every game available, and adding new games requires a 10-minute buffer as to not make too many API requests and get itself blocked by BGG. Games that have the same name as others, or trying to specify which edition or expansions, are all extremely tricky things to try and solve for. But for my purposes, it has become a site that I pull out anytime I’m learning a new game. Now I never need to guess at what the value of a point is. In Gizmos, the difference between a 1 point card and 3 point card is the difference of 3% of your final score, and 10% of your final score. Meanwhile, in Whistle Mountain, the average score is 134, so the difference between a 1 and a 3 point tile is .7% and 2% of your final score.