The Pillars of the Earth – Board Game Review

The Pillars of the Earth – Board Game Review

Introduction

Once again, I’m confronted with the question, “Should games be reviewed in a vacuum?”. When considering a game, should I look at it from the perspective of when it was released? Should I compare it to similar games, or to the past works of the designer(s)? In the end, I think all I can really do is share how a game makes me feel when I play it, while trying to be fair to the passage of time.

How to Play

The Pillars of the Earth by Michael Rieneck and Stefan Stadler is based on the 1989 novel of the same name, written by Ken Follett. In The Pillars of the Earth, players assume the roles of builders, working to construct a cathedral, and earning victory points based on the resources and labour they commit to the project.

The main mechanism of The Pillars of the Earth is worker placement, but it has a bit of a unique hook. Players each have 3 ‘master builder’ pawns that all get tossed into a bag. One by one, the first player pulls the pawns from a bag. The player whose pawn is pulled from the bag has a choice, they can either place their pawn onto an action space and pay the associated cost, or, pass. Whether they place or pass, the cost to place is reduced by 1, and the next pawn is drawn. This repeats until all the pawns are removed from the bag. Then, the players who passed take turns moving their pawns out onto the board for free.

I should mention, before the pawn placement phase, each round begins with a draft. 7 cards depicting resources are divvied out to players. Each card requires you to commit workers to them, meaning you can’t just choose the one that gives you the most resources. Sometimes you’ll desperately want both Stone and wood, so you’ll opt to take the cheaper cards first.

Anyway, once the resource cards are distributed, and the player pawns placed, all the actions resolve in numerical order, moving clockwise around the board. There’s an event that triggers, with an associated action space that protects that player from the effects of the event, special visitors who will bestow persistent benefits to the player who selects them, a space to earn points, a place to evade taxes, a space to recruit builders, a resource market, and finally, capping off the round, an opportunity to convert the resources you acquired into victory points. After 6 rounds, the player who earned the most victory points is the winner.

Review

In some ways, The Pillars of the Earth is unique and interesting, and in other ways, it feels very 2006. The main hook of the game, the way actions are distributed by pulling pawns out of a bag, was neat and interesting. It can be both a blessing and a curse to be the first pawn pulled out of the bag. On one hand, you get first pick of any space on the board. On the other hand, you’ll pay dearly for that privilege. Should you feel strapped for cash, and two or three of your pawns come out early, suddenly your fortunes twist from getting first crack at the board, to going absolutely last.

The components of The Pillars of the Earth are pretty good. The mini cards are adequate, the resource cubes are slightly larger than average, and each player gets a handful of human shaped meeples in their colour. The standout component is the main board. While a standard size, it’s beautifully illustrated. Another component that I want to highlight is the 6 cathedral blocks. At the start of each round, you’ll add one block to the cathedral, representing the progress players are making in building this grant project. I feel a bit of dissonance with this aspect, however, no matter how much or how little players contribute, the building will still get built. It can serve as a round marker, but the numbered craftsman cards do a better job conveying that information. Ultimately, the cathedral is whimsical, but pointless.

I almost feel like the cathedral should be built in stages according to the sum of all the players points, sort of like a semi-cooperative game. Perhaps that could be a way to end the game early, if all the resources needed for the church are completed, then the game is over. I’m just speculating here, but I do like games that have a project that all players contribute to, such as Troyes (Sébastien Dujardin, Xavier Georges, Alain Orban, 2010) or Caylus (William Attia, 2005).

Teaching and playing The Pillars of the Earth is fairly straightforward. The rulebook is only 8 pages long and covers all the actions nicely. We did feel the lack of an appendix detailing all the cards when coming against an ambiguity. Like, “player produces one additional stone each round”. Does that mean the player needs to produce at least one stone for this power to trigger? Turns out, no. It’s a minor complaint, but I dislike it when ambiguity on card text forces us to pause our game and consult the forums.

If there’s one aspect that makes me feel like The Pillars of the Earth is an older game, it’s how the game chooses to use randomness. There’s an event each round that gets revealed after the players all place their pawns for the round. One of the spaces available is to protect yourself from the impending event, but you don’t know what that event is going to be, so, you place your pawn in that spot to protect yourself from that randomness? It’s a bit odd. Along the same lines, each round the King demands taxes. Halfway through the complete action phase, the start player rolls a die, and all players need to pay between 2 and 5 gold, depending on that die roll, unless you happened to place a pawn in the King’s Court, then you’re exempt from this requirement. Again, not knowing what you’re mitigating feels very 2006.

I try to put myself back in the year 2007, when most people would have played The Pillars of the Earth for the first time. I suspect that back then, the novelties of the worker placement mechanic would have lit some worlds on fire. I find myself wishing that mechanic was tied to a more interesting game. Beyond the pulling the workers from the bag mechanic, the rest of the game is fairly dull. A somewhat generic convert resources into victory points affair. As the game rounds go on, the craftsmen that become available are the same as the ones you already have, but are, just, better. The Stonemason you have at the beginning of the game needs 2 stone to convert into 1 point, while the end game Stonemason will convert a single stone into 2 points. Now, you’re not able to hoard resources all game and just wait for the final craftsmen to show up, which makes The Pillars of the Earth feel less strategic and more tactical. The Pillars of the Earth is not an engine building game, you can never guarantee your income or resource production. Instead, you’ll need to squeeze the most value from the goods and craftsmen that become available to you in order to come out ahead.

In the end, The Pillars of the Earth was a fine game to play. We had fun for the two hours it took us to learn and play, but when we were finished, we all agreed that we wouldn’t choose to come back to it. Compared to all the games that we own and want to return to, The Pillars of the Earth is a bit of a relic of the past. It evoked similar feelings of Caylus (William Attia, 2005), but without the brutality of the provost. I’m glad I played The Pillars of the Earth, but it’s not a game I’ll be clamouring to return to. If I’m thirsty for a worker placement game, I’d sooner return to Agricola (Uwe Rosenberg, 2007) or Viticulture (Jamey Stegmaier, Alan Stone, 2013) first, and I feel the desire to convert cubes into points, I’d much sooner play Century: Spice Road (Emerson Matsuuchi, 2017) or Stone Age (Bernd Brunnhofer, 2008).

Bear’s Trash Taste – His Top Games That I Hate

Bear’s Trash Taste – His Top Games That I Hate

Every year I encourage the members of my regular game group to create a top 100 games of all time. Today I’m finishing the series in which I explore my friends favourite games and specifically look at the games they chose to put onto their top 100 that I dislike.

Hate is a very strong word, and most of these games I would still play. These are games that I would call ‘fine’ and would play if Bear was really keen, but are not games I would ever suggest playing on our game nights.

Todays victim is Bear. He swings much further over to the thematic and direct conflict sides of the spectrum than the other members of my game group. He’s probably the person whos tastes differs the most from mine. He agrees that Food Chain Magnate is a fantastic game, but he detests Galaxy Trucker. All things shake out I suppose.

Terraforming Mars #2

Sometimes I wonder if my distaste for Terraforming Mars stems from a series of poor experiences. Every time I sit down to play Terraforming Mars I struggle to get anything done. More than once I’ve been given a starting corporation that suggests a direction to follow, only to have that direction be a red herring (like starting with the corporation that benefits Jovian tags, only to never see a single Jovian card, even with the drafting variant). The deck of cards is massive, and the number of cards that I see in the game is low and fixed. It’s prohibitively expensive to chase milling the deck. It’s frustrating to be dealt an initial hand of cards, pick a strategy to chase, only for that strategy to be neutered by the luck of the draw.

Further to luck of the draw, many cards have prerequisites that must be met before the card can be played. Thematically, these cards are great! The planet needs to have a certain amount of oxygen before life can be sustained, or it needs to be cold enough for glaciers to still exist so you can melt them, But in a gameplay sense, drawing cards that have already had their conditions surpassed feels lame. You only get 4 cards per turn, and now one of those cards is dead on arrival.

Image Credit – Gábor Zehetmayer @zgabor via BGG

Terraforming Mars is also entirely too long. In my experience, two of the three terraforming requirements rocket up their tracks, completing within a few generations. Then the third one drags along at a glacial pace. I’ve heard that people can finish a game in under two hours, but that has not been my experience. In a game where luck is a significant factor and someone falling behind in an engine building game means catching up feels neigh impossible.

I also complain about the component quality, the player boards are woefully thin, and horribly susceptible to being jostled. It sucks to have to chase down an aftermarket tray to keep everything in it’s place. The cubes have a nice shiny metallic paint, but they’re easily scratched and dinged showing their wear very prominently.

When Terraforming Mars comes together, it absolutely sings. It feels good to get an engine running and to take turn after turn, triggering combos and converting resources to realize your objective. I like the tempo considerations, biding your time with actions waiting to see if someone is going to pass or make a run on one of the objectives you have your eye on, and I enjoy the thematic of the game. I love the narrative of bringing Deimos down to massively increase the temperature of the planet at the mild sacrifice of your neighbour’s tree farm. Unfortunately it’s a song I’ve only heard other people talk about.

I don’t begrudge anyone who loves Terraforming Mars, but it’s not a game I enjoy playing, and would opt to play something else that gives me similar feels, such as Earth, Ark Nova, or even Race for the Galaxy (which has a lot of the same complaints, but plays in less than an hour).

Twilight Struggle #5

I can see the brilliant design work that lies within Twilight Struggle by Anada Gupta and Jason Matthews. A Cold War game where one player assumes the role of the USA, while the other leads USSR. The cards take players through the decades with various events and major political upheavals within the time frame. Like many two player only games, I can see how Twilight Struggle can rocket up someone’s favourite game list if you have a willing and eager partner to play over and over with, especially if you’re both exploring and growing at the same pace.

Twilight Struggle‘s multi-use cards are exciting and brutal if you’re caught flat-footed. Knowing which cards can come up is a major part of playing Twilight Struggle well, which makes it a frustrating learning experience. Cards can be played as events or operations, and cards can be ‘associated’ with the USSR or the US, which means if you play a card that’s associated with your opponent’s nation for the operation points, the event still occurs. An aspect of the game is recognizing how to best play the worst cards in your hand, which is painful. I don’t like treading water, or winning wars of attrition.

It feels like a lot of the game is exploiting your opponent’s weaknesses, or push them into making a bad decision. Controlling Defcon, mitigating your opponent’s events, and spreading your nation’s influence across the map are all subjects worthy of their own strategy guides, and getting into each of those systems is a challenge. There are 4 ways for the agme to end, if someone has 20 VP, if either side controls Europe when the Europe scoring card is played, or, if your opponent causes the DEFCON level to reach 1. If none of those three events happen, then there is a final scoring. I’ve only played Twilight Struggle 4 times, but I’ve never seen a game reach the end game scoring phase.

Twilight Squabble reduces Twilight Struggle into a very short rock-paper-scissors game about trying to push your opponent into DEFCON that I enjoy more (mostly because no matter how badly I’m doing, it’s over in a matter of moments. Root is another asymmetric war game that I enjoy more, mostly due to the cutesy woodland aesthetic.

Dominion #28

The grand-daddy of deck builders, Dominion is a game that spawned a new genre of games. Donald X. Vaccarino’s game of buying cards from a central market to put into your discard pile, then re-shuffling the discard pile to become your draw deck was my absolute favourite game mechanic for a long while. Unfortunately for Dominion, I started playing board games in 2014 and games like Clank!, Star Realms, Super Motherload, Paperback, and Concordia hit my table first. By the time I finally got the opportunity to play Dominion, it felt like a step backwards. Also, the people who are willing to play Dominion now are the people who fell into it HARD. With custom storage solutions, half a dozen expansions, and arguments over how to set the initial seed, it simultaneously feels like too much (in terms of variability) and not enough (in terms of complexity).

I’m also not a fan of how static the game state feels. Once the seed is set, you can more or less plan out your strategy from turn one. Unless you’re playing with cards that affect other players, it’s more just you against your deck. I do love the combos the game can generate, and nailing a massive turn is immensely satisfying, but I feel the sun has set on Dominion and I missed the glory days.

As I said before, Most of the deck builders I really enjoy have a board component that gives me something to do with my cards, like Super Motherload, and Clank!. If I want a pure deck builder, Paperback or Hardback are my go-tos, but only if I want to get stomped on by my partner who is crazy good at both those games.

Battlestar Galactica: The Board Game #33

I’ve only just watched the Battlestar Galactica TV series, solely because the first time I played Battlestar Galactica: The Board Game (hereby referred to as BSG:TBG) all the other players were making references to the plot lines, spouting quotes from the show, and making thematic decisions. I had chosen to play Lee Adama (Apollo), and was playing him like a chaotic warmonger with a death wish, which the other players told me was ‘wrong’ and didn’t fit the characters profile

As a game, BSG:TBG is fine. It’s long, fairly complex, and difficult. In BSG:TBG, it not about building an unstoppable force, and more about limping across the finish line. Add to that, I’ve never been a fan of bluffing games, as I feel guilt when I accuse someone and they fire back, offended that I would dare cast suspicion their way, even if it turns out I was right all along. The gameplay of BSG:TBG is mediocre and random. You spend cards to test skills, draw more cards, and try to make your way to Earth. If someone cast suspicion on you, you may just be thrown into the brig, which saps the fun out of the experience. Also, this is a long experience, 3 – 4 hours total. And it’s somewhat deflating when you spend 2 hours as a human, trying to do your very best only to become a cylon halfway through and now need to sabatoge the last two hours of work you’ve put into the experience.

I’m a fairly conservative person (in temperament, not politically). I’m content to sit in my chair for two hours and quietly contemplate our choices with rational discussion. A victory is celebrated with a muted “sweet” and a betrayal is greeted with a quiet “dang”. Having several people of my temperament does not make for a good social deduction game. We have a fried who loves BSG:TBG, and has the perfect temperament to play. My enjoyment doesn’t come from the game mechanics, but from watching this loose cannon fire off accusations from turn one, boisterously proclaim that everyone is a Cylon, and hoot and holler when a big moment happens. It’s the other players that create the fun in BSG:TBG, not the game itself.

What do I enjoy that’s similar to BSG:TBG? Eclipse is a space war game, but no cooperative. I enjoy the Pandemic spin-off games or Burgle Bros. if I’m looking for a cooperative experience, but they don’t t have any hidden traitors (although I can’t think of a single game that I enjoy that has a hidden traitor element).

Backgammon #39

It’s roll and move. Come on. It’s not that intresting.

Actually, my mom and I play Backgammon every now and then and it’s surprisingly enjoyable, but only because we razz each other. Bear swears up and down that Backgammon is best when playing with stakes and using the doubling die to make a single game count for more. Being risk-adverse, I’d rather not put anything other than the time it takes to play a game on the line. It can be exhilarating when all hope is lost but a lucky double 6’s roll cinches a come-from-behind victory. But over-all, it’s a game about rolling dice and moving your discs. The player who rolls better will win, unless they do something reckless like leaving their single pawn unprotected in their opponents house, in which case, they deserve the loss.

Vikings – Horned Helmets and Real Estate Management

Vikings – Horned Helmets and Real Estate Management

  • Number of Plays: 16
  • Game Length: 30-45 minutes
  • Mechanics: Tile Placement, Auction
  • Release Year: 2007
  • Designer: Michael Kiesling
  • Artist: Harald Lieske, Michael Menzel

Introduction

It’s pretty rare that I learn a game digitally. I find it so much harder to learn a game by watching videos on YouTube then starting a game on a website like Boardgamearena.com or Yucata.de and just seeing how it goes over a couple of days. I end up acting like those old point-and-click adventure games, where I just click anything that’s available to click and hope to stumble onto the answer. Generally, reading the rules gives me a framework of how to play, but I find it quite difficult to conceptualize or strategize until I’ve played a game through at least once.

Vikings is a game that I played a dozen times on Yucata.de before picking up the physical edition. The online implementation is great, but like most of us who are ‘in the board game hobby’, given the choice between playing games in a web browser and playing a game in the table, we’ll take the table every time. And I’m glad I did, Vikings by Michael Kiesling is a gem of a game.

How to Play

To play Vikings, each round 12 tiles are laid out around the central spinning wheel. Any boat tiles are placed at the highest available number and any island tile is placed at the lowest available number. Then 12 Vikings are pulled from the bag and sorted into their colours and placed next to each tile. Blue Vikings go among the lowest number, then yellows, greens, reds, blacks and finally greys Vikings are placed at the highest number. At the beginning of the game you’re given coins depending on the number of players and a single island start tile.

On your turn you need to buy a tile and Viking pair, and place the tile into your tableau. The amount you pay for a tile and Viking combo is dictated by the wheel in the centre of the table, from 11 gold all the way down to 0 gold. You can only take the 0 cost tile if the Viking next to that island is the only one of its colour available.

After buying an island and Viking, you need to place the island into your tableau. If you manage to place the island tile in the same colour row as your Viking, you can place the Viking right onto that piece of land, otherwise your Viking has to sit at the top of the board until a boatswain ferries it onto an empty tile. It’s also important to note that the island tiles come in three varieties, start, middle, and end. If you have a start tile in your tableau, then you can put a middle or end tile against it, but you can’t put two start tiles adjacent to each other.

When someone does manage to take the free tile, the price wheel rotates clockwise until the 0 spot is lined up with the next available Viking, thereby making everything else cheaper. If you choose to buy the most expensive tile available, you’ll also get a special tile that offers some significant benefits.

If the tile you take happens to have an invading boat instead of a piece of island, the Viking defaults to sitting on the beach at the top of your board, and the boat is placed along the top row on your tableau. Any boat along the top of your tableau will negate some of your Vikings in that column, rendering them useless.

When I’m teaching Vikings, I feel a bit like I’m teaching Galaxy Trucker. “These blue Vikings are fishermen, they feed 5 Vikings in your commune. You want as many of these as possible. The yellow Vikings are gold smiths, they earn you 3 gold each. You want as many of these as possible. The red Vikings are nobles, they give you two points per red Viking. You want as many of them as possible!” Every Viking has their role, and the left side of the player board will remind of as to what each one does.

Review

Vikings by Michael Kiesling defies expectations. When you hear Vikings, you’ll think exploration, pillaging, and mayhem. In this box you’ll instead find a fast economic game about fiscal responsibility and real estate management. In fact, the only thing that really makes Vikings feel like a Viking game, is the meeples with the horned helmets.

You have a limited amount of money to spend on getting Vikings and limited ways to generate more gold. You need to deal with Vikings of the wrong colour associated with exactly the tile you need so you’ll need to make do. Sometimes in a round there will only be one or two of the coveted starting tiles, forcing you need to balance picking other Vikings and hoping the price for that one tile drops a bit, but not too low that one of your opponents leaps out and takes before you.

The game comes with a couple optional variants, such as bidding for turn order, and advanced tiles that offer a benefit if you buy the most expensive tile available. I rarely use the bidding for turn order option, but I never play without the advanced tiles. They don’t add much to the rules or complexity, but they offer rewards for doing something unexpected, like buying the most expensive tile on the board. Sometimes the cheaper tiles aren’t that appealing it’s really nice to have a reward for spending a bit of coin on the more expensive tiles.

If you run out of money you can opt to use victory points to make up the difference at a rate of 1 to 1. You are never forced to trade points for gold, but if you can if you want. You better make sure that doing so worth your while, as at the end of the game the conversion back from gold to victory points is 5 gold to 1 point.

Vikings plays well at all player counts, but it does feel weird to play several 4 player games, then switch to a two player game. The number of Vikings and islands don’t change, so you just end up accumulating twice as many as you normally would have. It’s full of decisions and trade-offs that make each game feel different and intresting.

Vikings doesn’t coddle you with a catch up mechanism. If you start falling behind you are liable to stay behind. While there’s no way to directly interact with someone, a keen eye can deny someone a crucial component to their community. Thankfully, Vikings doesn’t overstay it’s welcome. With a bright colour pallet and unique spinner in the middle of the table and a 45-60 minute playtime, it’s easy to see why Vikings has is my most played Michael Keisling game. It’s a solid design and it keeps coming back out for more.

Draft & Write Records

Draft & Write Records

  • Designer: Bruno Maciel
  • Artist: Pedro A. Alberto
  • Publisher: Inside Up Games
  • Players: 1 – 6
  • Mechanics: Draft and Write

A prototype of Draft & Write Records was provided by the publisher for review purposes

Introduction

A great shame in my life is that I never grew up appreciating music. I lived in a very small town and the extent of my exposure to music were some old country cassettes and a bunch of recorders stuffed into the school’s storage. As a teenager I got my hands a few CD’s, like Sum 41’s All Killer No Filler, Green Day’s American Idiot, and The Killers Hot Fuss. I listened to these 3 CDs on repeat on my Sony Discman, but getting new or varied albums was quite a challenge. The closest town with a ‘music’ store was 4 hours away, and at the time, buying new albums was directly competing with my desire to buy books and video games.

As an adult, living in the world of streaming, I spend most of my time listening to Pokémon Lo-Fi remixes while I work, or to the local alt-rock radio station during my morning commute. Unfortunately, music is just background noise in my life, it’s never the focus.

What I’m trying to say here, is that I have no special affinity for musically themed games. But enough about my music history (or great lack thereof), let’s talk about Draft & Write Records by Inside Up Games!

How to Play

In Draft & Write Records players will embark on a weeks long quest to become the most popular band in all the land, or, the most popular band at your table. Each round of the game is structured after a week. On the first day of the week phase, 5 cards are dealt out to each player. Each player simultaneously selects one of the cards to keep, and passes the rest to their neighbour. All players reveal their card simultaneously, taking the associated action depicted on the card.

Players repeat this three more times, until they’ve played 4 cards total. The fifth card is tossed into a common discard pile, then the weekend arrives. During the weekend, all players evaluate the common goals. If anyone achieved them, they record the score on their sheet, and the goal is discarded. After all goals have been evaluated, the goal line is refreshed, and the game continues with a whole new week.

There are 5 different actions depicted on the cards, each action corresponds to a specific section of your player sheet. The centre is building your band, which has you playing musicians, production staff, and backstage staff. Each band member has a point value, and 4 attributes. You record the points and the attributes in a single section. Should an attribute match with an adjacent band member, you create a harmony, allowing you to cross off a section on the harmony track (which can net you bonus actions and victory points.

The Agenda cards refer to a 4 by 4 grid of symbols in the top right corner. You’ll need 4 symbols in a row or column to unlock the bonuses on both sides of the line. The asset cards allow you to cross off matching icons on the asset section, and you’ll earn the bonuses if you manage to cross off the asset on both sides of the bonus.

The releases and the tours sections of the board aren’t actions represented on cards. The only way you can progress in those spaces is by unlocking the associated bonus peppered throughout the board. If you are ever in a situation where you cannot play a card, or you choose not to play a card, you must take a ‘fail’, which will deliver negative points. Too many fails will end the game for everyone.

The game is over if someone fills their fail track, fills their goal track, or, completely fills their band section. The points are tallied, and the player with the highest score is the winner!

Review

Draft & Write Records is coming to Kickstarter on September 27th. As always with anything that gets produced via a crowdfunding campaign, everything is subject to change.

As I alluded to above, I have no affinity for the theme; music has never been a big part of my life. I’ve made a few feeble attempts at learning some instruments, but it’s not a skill I’ve developed.

In Draft & Write Records players are drafting actions to use to fill out their player board. At first glance the board looks big, colourful, and busy, difficult to intuit how all the sections work together. Learning the game from the rulebook was straightforward and clear. Each section of your player sheet operates independently and the rule book walks through them one at a time.

Every round (or week) starts with 5 cards. On your turn, you pick one card, and pass the rest along. All players reveal their choices simultaneously, and take the action listed on the card they chose. After 4 actions, the 5th card is tossed into a central discard pile, and the goals are evaluated.

Front and centre of the board is the band lineup, featuring a lead singer, 4 musicians, 3 production crew, and 4 backstage staff. Each band member has 4 traits and a point value. If you can arrange your band members in a such a way that the traits alight, you’ll create a harmony, which lets you cross off a matching colour along the bottom of your sheet. This track is worth a fair amount of points, and helps lead to record deals.

Along the right side of the board are two different grids. In the top grid (your band’s agenda) you need to cross off 4 icons in a row to earn the bonuses on either end of the row. On the bottom right is a tablet depicting your bands assets, with a series of bonuses surrounded by icons. If you manage to cross off both the icons surrounding a bonus icon, you earn that bonus.

The joy of the ‘roll and write’ or ‘flip and write’, or now, the ‘draft and write’ genre of games is the ability to earn cascading bonuses. It feels so good when you take your single card, add a musician to your band list, cross off a harmony along the bottom, which gives you a free action in your agenda, which completes a row and a diagonal, gives you a record deal, a tour, and two more harmony dots you can fill in, which can cascade into more bonuses.

Of course, a turn like that can only really happen once per game and requires a lot of set up. Slowly building up your tableau in preparation for this moment can feel painful, but Draft & Write Records is pretty good at doling out little bits of bonuses as you work towards the big combo that will rocket your band into stardom.

It’s important to promote yourself on the radio!

The player deck can be absolutely massive if playing with the full complement of 6 players. You’ll only see 5 cards at a time, and your neighbours can’t affect your game, except for hate-drafting away the exact card you need. Personally, I didn’t feel compelled to scope out my competition’s sheets, or take a card that was of little benefit to me just to keep it out of the hands of my opponent. Most of your game will be spent just looking at your own sheet and trying to maximize your score.

In between each week is a goal evaluation phase. In the centre of the table are 4 goals that all players evaluate to try and earn points. They range from piddly 4 point goals like “Collect 2 piano symbols” all the way up to 24 point diamond goals requiring you hire 6x 1 point crew members. The goals deck is hefty, with 66 different goals in the version I played, which is great for variability and can lead players down lucrative paths they might not have considered before. Many of the goals also offer extra bonuses when they’re achieved, again, potentially triggering cascading bonuses and bringing a smile to my face.

Draft & Write Records feels much bigger and slower to play than many of the other “X and write” games I’ve played in the past, like Railroad Ink, or Cartographers. I enjoy the drafting element as it gives each player a different game to play. Maybe I’ll focus on building out my assets and harmonies more, while another player prioritizes going on tours. I like that our games will be different, and it’s not just giving every player the same choices and seeing who does best with them.

In the end, Draft & Write Records is a fun game to play and achieving the cascading combos triggers a dopamine release that I find incredibly satisfying. If you’re a fan of the “X and write” genre, Draft & Write Records is worth trying, doubly so if you have any affinity for the theme.

My world tour didn’t leave the city

Draft & Write Records launches on Kickstarter September 27th!

Familiars and Foes Review – My Little Roguelike

Familiars and Foes Review – My Little Roguelike

  • Designers: Christopher K Lees and Jordan E Perme
  • Artist: Jordan E Perme
  • Release Year: 2022
  • Mechanics: Cooperative, Dice Rolling Combat, Variable Player Powers
  • Players: 1 to 5

A prototype copy of the game was provided for review purposes

How to Play

Familiars and Foes is a 1 to 5 player cooperative boss battling game where you play as an elemental fox familiar on a quest to save the good witches and wizards of Joralee. A game of Familiars and Foes lasts for 4 waves, and pits players against a variety of enemy monsters.

To begin the game, all players chose an asymmetric familiar, and their corresponding spell cards. One will be the basic spells that you can use right from the start of the game, and the other will be the advanced spells that need to be unlocked by completing a variety of basic actions. The back of the rule book has a chart that seeds the board with a number of foes based on your player count, and chosen difficulty level.

To begin a round of Familiars and Foes, players first draw the witch or wizard they’re rescuing. If the element of the sorcerer matches one of the familiars, great! They have access to an extra special power during this wave. If the mage in distress doesn’t have a matching familiar in play, they’re simply discarded.

The foes for the wave are set into their slots, with their health dependent on the number of players at the table. The turn order is set, and the game begins. Players on their turn can either preform a physical attack, cast a spell, or play their artifact.

Physical attacks tables are listed on each player’s sheet, with a varying threshold for successes and failures for each character. One character would hurt themselves if you rolled 6 or under, but would do 4 damage if the die exceeded 16. Another character had easier thresholds, but lower rewards.

Each character has their own set of spells, although the basic spells are all pretty similar. On your turn if you chose to play a spell you simply select which one you’d like to cast, pay the required mana, and roll the die, hoping to earn a success by exceeding the threshold, which is different for each spell. Again, higher risks mean higher rewards. If you manage to land a hit using a basic attack, each other player at the table had the opportunity to pile on, using the Ballyhoo mechanic. They pay a single magic point, then flip a coin. Heads, they deal two damage. Tails, they take one damage. If the Ballyhoo succeeds, the next player can pile on too. The Ballyhoo either continues until all players have piled on, or someone fails the coin flip.

At the beginning of the game, each familiar draws an artifact card that offers a powerful onetime bonus. On your turn, you can choose to use your artifact, but then it’s gone for the rest of the game. Each player also has a special ability that they can use 3 times during the game. Again, once those charges are gone, so is the ability.

Play continues from character to character as dictated by the turn order tracker, until it finally reaches the enemy. All the foes that are still alive at this point roll a die, and act according to their table.

Once all the foes are defeated, players restore their magic points to full health, and proceed with the next wave. Finish 4 waves and you’ve won! If all players have their health points reduced to 0, the Familiars have failed.

Review

I was not prepared for how adorable Familiars and Foes was. This game exudes charm and character. I absolutely adore the art all over everything. The Familiars are cute, and I desperately want their pushes to adorn my shelves, the enemies are charming and clever, and the little artist flourishes left me absolutely charmed. Even the Familiars’ Familiars, the frogs, are adorable. I’ll say it loud and proud right now, I would die for Spike.

The copy I got to play is a prototype copy, and the designers assure me that every component that I had my hands on will be upgraded during the course of their crowdfunding campaign. Everything physical was fine, but I am looking forward to higher quality card stock. The tarot sized cards I got were a little bowed during my first play, which is only slightly disappointing. All the cards sit on the table for the entire game, meaning the bending isn’t a big deal, but it’s a minor annoyance with the physical production.

That being said, I love the large cards. It makes it easy to read the text from across the table, and gives the artist lots of room to display their charming foes. Seriously, Familiars and Foes art direction has absolutely charmed me. The heroes, the villains, everything is a joy to look at.

The gameplay is fast and simple, which is good for a game you plan on playing with your family. On your turn you choose to either do a physical attack, or cast a spell, then roll the die to determine if you were successful or not. In some cases, a low roll would see you suffering self-damage, while high rolls would deal critical hits.

The spells each character can cast are listed on their player sheet, and generally ask players how much risk they’re willing to take on, in return for how much damage they want to deal to the foe. The choices are straightforward and simple. Once you’ve made your choice, you roll the die and let fate decide if you made the right choice or not. There are precious few chances to re-roll a bad result, meaning sometimes the game might be a cakewalk, while other times you’ll find yourself getting crippled by the first Foe.

I’ve often talked about how I like progression in games, how I want to get stronger as the game goes on instead of trying to just survive a series of attritional battles. In this regard, I wish there were ways to earn more artifacts during the gameplay instead of only having one at the beginning. That said, I do enjoy the achievement system that unlocks your stronger spells. It’s also a helpful teaching tool, reducing the number of actions each player needs to consider at the start of the turn, and gives players a reason to try all their basic actions first, before giving them the real juicy attacks. I also appreciate that each witch or wizard you manage to rescue offers a boon to their corresponding familiar, potentially giving you a game-saving benefit.

I’m a fan of the Rougelike genre. Rogue Legacy, Enter the Gungeon, Wizard of Legend, and Slay the Spire are some of my favourite video games. Familiars and Foes has aspects that remind me of those rougelike games. Each time you set the game up, you’ll be in for a different combination of monsters and different artifacts that can drastically change how you will approach the wave. I really enjoy this variability, and I am looking forward to seeing more foes, more artifacts, and more familiars, hopefully in the form of stretch goals or future expansions. I would like to see the asymmetry in the characters expanded on even further, or having different ‘advance spell builds’ available for each Familiar to increase the replayability.

I enjoyed Familiars and Foes more than I expected. The charming art captured my heart and helped build a narrative in my head. The game-play is simplistic; choose an attack and roll a die to see if you hit, but I’m okay with that. I’m sure this would be a hit with my 6-year-old niece, even if she needs an adult to help her manage the game system. The cute art draws her in, the simple rule set doesn’t scare her away, and the pure joy that comes from rolling the die and scoring that critical hit is unparalleled. Familiars and Foes is a great cooperative game to introduce younger members of the family to the joy of board games.

Familiars and Foes launches on Kickstarter on Oct. 4th.