Top 100 Games as of 2020 – #70 to #61

Top 100 Games as of 2020 – #70 to #61

As we creep closer to the halfway point of my top 100 games, the variety of games begins increase, and dexterity games start to appear! Spoiler alert, I love dexterity games. Look forward to seeing more and more as the list counts down! In a wild departure from last time, this section of the list has no economic farming games!

70 – Pandemic: Fall of Rome

Pandemic: Fall of Rome Is a cooperative game designed by Matt Leacock and Paolo Mori that takes the main gameplay concepts from Pandemic and twists it into a struggle to survive against invading tribes. The biggest change in this version of Pandemic is that instead of having threats popping up all over the map and the need to cover a large area in a short amount of time, the threat cards push different tribes closer and closer to Rome in a (almost) straight line. It’s up to you and your Romans to set up defenses, push back the invading horde, and make the necessary treaties before Rome falls to the barbarian tribes!

I really loved this take on Pandemic. The mechanics felt vaguely familiar, but the challenge was wholly different. The change of having the barbarians marching toward Rome on a predetermined route added more predictability and allowed us to see our impending doom from further away. It also gave me the feeling that if we were better at the game, we’d be able to change our fate.

This is the version of Pandemic that I am eager to explore further. While I wouldn’t recommend this as a introduction to the Pandemic system, if someone told me that they couldn’t take the whole virus theme now that we’ve all collectively lived through a pandemic, I’d wholeheartedly recommend buying Fall of Rome over base Pandemic. Heck, these two games feel quite different, and I have no issues recommending having both in collection.

69 – Crokinole

Something that I’m discovering about myself more every day is that I have a deep affinity for dexterity games. Perhaps it’s the analog to sports, where you only have one chance to make that perfect shot, and although the tension mounts as the odds are stacked up against you, you get into the flow and manage to hit that triple ricochet to snatch victory from the jaws of defeat. It is something that most board games can’t compare to.

On the flipside, unlike most board games, if you make a bad shot you can’t just say “oh, I’m just going to undo and take my turn again”, like some people do. Instead you have to live with your mistakes and try to turn the situation around. At risk of sounding like a Scrooge, I firmly believe that when you take a turn, then pass play to another player, but then notice you made a mistake, taking your mistake back is poor form. Of course, I play games for fun so I’m not forcing my friends to adhere to my own moral standards, but the inability to undo a bad shot is a feature inherently baked into dexterity games, and I thoroughly enjoy it.

Crokinole is the classic family dexterity game. Each player takes turns flicking discs into the centre. If your opponent has discs on the board, you must first hit one of their discs for your disc to count. At the end of the round, you count up your scores and the first player to 100 wins. There’s also a rule about keeping your buttocks on the chair, and I’m just so happy that someone actually wrote “buttocks” in a rulebook.

68 – Hansa Teutonica

Hansa Teutonica has one of those “no, it’s good I swear” board games. It has terribly boring cover art, and an extremely boring beige board. However, Hansa Teutonica is an absolutely amazing and fun territory control euro game. My first experience playing Hansa Teutonica was at a friend’s house, where he pulled it off the shelf and said “I have this game up for sale online, but I kind of want to play it once before I sell it.”.

As the game teacher of the group I was handed the rule book and spent the next 20 minutes profusely swearing under my breath. Hansa Teutonica isn’t hard to play, but the rulebook has some peculiarities, such as having a “thematic” German name for every aspect. Also, certain concepts that are key to the game are quite difficult to conceptualize. For instance, having tokens that could either be in the general supply, your personal supply, or the board, and they move between those three places frequently.

Luckily the rulebook as been re-written for the big box edition of the game, and it makes learning the game so much easier. Hansa Teutonica is an excellent game about josteling your opponents out of your way while maneuvering yourself into advantageous positions. I get a kick out of placing my tokens in exactly the right spot then immediately trying to convince my opponents that it’s in their best interest to bump me (despite the fact that doing so would give me more power on the board). It’s just so enjoyable.

For the record, after our first play my friend immediately removed Hansa Teutonica from his ‘for sale’ list and still owns it to this day. If that’s not a recommendation, I’m not sure what is.

67 – Vast: The Crystal Caverns

Vast: The Crystal Caverns is similar to Hansa Teutonica in that it’s super hard to teach. Players who are tenacious enough to get past the barrier of a rulebook are rewarded with a great gaming experience. Vast is a heavily asymmetric game where every player is almost playing an entirely different game. Each characters goal lies directly in the way of another character’s goal; the Goblin wants to slay the knight, the knight wants to slay the dragon, the dragon wants to escape the cave, the cave wants to collapse in on everyone, and the thief wants to steal everything and get as much treasure out as possible. I, for one, am stoked to see that “the cave” is a character unto itself.

Because each character is so different, the game requires multiple plays in quick succession with the same group of players. As players become more familiar with the nuances of their own character, they start to realize how best to throttle each individual character to slow them down enough so they don’t run away with the win. The Dragon is great at slowing down the thief, but does poorly against the Goblins, for example.

I am always searching for the opportunity to play Vast more. This is a great game that’s waiting for me to delve deeper and uncover the gems that lay inside. The real unfortunate part for me is that as a gamer, I greatly value discovery, so I am constantly looking to discover new games. This game is fantastic for replayability, but my heart longs to discover new games. The list of new games I want to play and explore grows so rapidly I find myself leaving gems like Vast on the shelf for far too long.

66 – Just One

Just One is a party game by Ludovic Roudy and Bruno Sautter that has been a consistent hit whenever I introduce it to people. In Just One, one player is the guesser while the rest offer clues. The guesser does not get to see the hidden word, and the clue givers are tasked with writing one-word clues to lead the guesser to the goal. However, if two people write the same clue, then that clue is removed from the game, giving the guesser even less information to use to form their guess.

My favourite way to teach this game is to just tell people to repeat the name of the game whenever they have a rules question. “How many words can we use in the clue?” “How many guesses does the guesser get?” “How many pieces of pie do I get?” The answer is always “Just one”.

65 – Mr. Jack

Mr. Jack is a clever 2-player hidden movement game from Bruno Cathala and Ludovic Maublanc. In Mr. Jack, one player has the role of the investigator, while the other plays Jack the Ripper. Jack’s goal is to sow confusion and escape the map, while the investigator’s sole goal is to capture Mr. Jack and hold him accountable for his actions.

The game begins with 8 characters on the board, a deck of 8 character cards which show each character’s ability, and a deck of 8 alibi cards, one of which is given to Jack to tell them which character they have to get off the board. Each turn 4 of the 8 character cards are revealed. The players take turns activating those four characters, moving them around the board and using their special abilities. Once all four are used, Jack must declare if he is visible or not (visible meaning next to another character, or in in the light of the gas lamps). After that declaration, any characters who can be ruled out as “not Jack” are flipped over to mark them as innocent.

Jack wins the game if his character escapes the map or hasn’t been caught at the end of the 8th round, or if the detective captures the wrong character. The detective can only win if they move any character on top of Mr. Jack’s character, capturing them.

Mr. Jack is an excellent and quick 2 player game. While the odds of winning do feel slanted towards the player who is playing Jack, it’s fast enough that once one game ends, it’s easy to just switch roles and start a whole new game, again and again.

64 – For Sale

For Sale by Stefan Dorra is a small auction game about buying and selling homes. A game of For Sale begins by auctioning off houses. Each round, a number of houses equal to the number of players is placed in the centre of the table. Players take turns bidding their limited funds to acquire one of the houses. If a player chooses to pass instead of increasing the bid, they take back half of the money they have bid up to this point and take the lowest value house. This continues until the all players but one are out of the auction. That player pays all of their money into the bank and takes the last remaining value card.

Once all the houses have been bought, it’s time to sell. Much like the first round, a row of value cards are laid out. Each player chooses one of their houses and simultaneously reveal their choices. The home with the highest number gets the most value, and so on. Once all the houses have been sold, the player who amassed the most money wins.

For Sale is the perfect game to begin and end a game night with. It plays quickly, and every turn has players wrestling with tough decisions. Your opponent bid 6 for that house, do you dare bid 7? Or, do you bow out to take the lowest house, but pay 2 for it? Is it worth paying 2 for a low house, or 7 for a high house? The amount of cost/benefit analysis going on in your head in a short period of time is just incredible.

63 – Star Realms

Star Realms is a quintessential deck building game. It has no extra boards or side mechanics to distract you from the goal of crafting the best desk possible and using it to crush your opponent. In Star Realms each player starts with the same weak deck. Turn by turn you earn currency by playing cards and buying new cards from a common store to add to your discard pile, which will be cycled into your deck eventually. Cards in Star Realms come in one of four suits, with many cards offering much stronger abilities if they’re played at the same time as other cards of the matching suit.

Star Realms has distilled the deck building experience down to an engaging and deep game that fits in your pocket. The entirety of the core game is comprised of 128 cards. Dozens of expansions exist if you happen to be one of those people who play the base game over a hundred times and really want to shake up the gameplay. Star Realms is a direct conflict 2 player game, so this isn’t the game to play if your partner doesn’t enjoy attacking or being attacked directly. With that caveat, if you and a friend or partner can enjoy a direct conflict game, and are looking for a fast playing 2 player duel that is eminently replayable, I suggest picking up the base deck of Star Realms and really getting lost in the game!

62 – Shogun

Shogun by Dirk Henn appeared on my table with a sticker from the local Salvation Army Thrift Store advertising that this game was purchased for the hefty sum of $4.00. Opening the massive box of bits, I was sure we’d find something terrible, like the box was just being used to contain grandma’s knitting needles. Fortunately, upon opening the box and performing a full inventory we were delighted to find that there wasn’t a single piece missing. I have often wondered if there’s a board gamer somewhere who returned home from a college semester only to find that their parent ‘cleaned’ up and donated Shogun amongst other valuables to charity.

The game of Shogun is encased in a large box that contains a lot of small pieces. The centrepiece of the game is the fascinating combat resolution mechanism. In Shogun each player is a Daimyo trying to take control of feudal Japan during the Sengoku period. If two players find themselves embroiled in conflict, they each drop cubes representing their troops into a cube tower, and whichever player happens to have more troops fall out the bottom decides the winner. There are situations later in the game where a player is attacked and only gets to drop a single cube of their colour into the tower, but several cubes that had been stuck in the tower in the previous battles suddenly come to their aid to create a unexpected victory. It’s a different kind of randomness from other combat resolution mechanics (such as dice), but I really enjoyed the mechanism.

61 – Keyflower

Keyflower by Sebastian Bleasdale & Richard Breese is an auction game where players are bidding their workers to get tiles into their village. These tiles assist in procuring resources, which you can then use to upgrade the tiles to earn more points. Honestly, the theme of building a village abstracts away very quickly, leaving only the excellent auction and worker placement mechanics behind.

A game of Keyflower takes place over 4 seasons. In each season tiles will be placed in the centre of the table for all players to use and bid on. Each player will have a mix of red, yellow, and blue meeples. You can either place these meeples on a tile to take the action, or place them along the outside of the tile to bid for ownership of the tile. The round ends when all players pass in succession. At the end of the round, tiles are distributed to the players that won them, and any meeples on the tiles become the property of the winners. Each player also gets to claim a boat with more meeples and play continues. After 4 seasons, the player with the most points is the winner.

Keyflower is a perfect hybrid of worker placement and auction mechanics. Tied into those mechanics is some resource generation and management that you’ll need to master to win the game. Keyflower has a fairly random setup making every game feel different. The art on the tiles is simple and perfect, and the auction injects a wonderful amount on tension. Keyflower is a unique game, and an excellent design that I feel everyone should experience at least once in their gaming career.

Click here to see the next entry in the series

Click here to see the previous entry in the series

Takenoko – Get Your Damn Dirty Paws Off My Bamboo!

Takenoko – Get Your Damn Dirty Paws Off My Bamboo!

  • Number of Plays: 8
  • Game Length: 45 minutes
  • Mechanics: Dice Rolling, Tile Placement, Action Selection
  • Release Year: 2011
  • Designer: Antoine Bauza
  • Artist: Nicolas Fructus, Picksel, Yuio

Introduction – How I found Yin and Yang

Takenoko was among the first designer board games I ever played. My wife pitched the idea of going to the local board game cafe as a fun date (slightly against my will actually). That date opened my eyes to the world that is cardboard within cardboard. Little did she know that she was introducing me to a hobby that I would fall deep into, hard and fast.

Shortly thereafter, while thirsting for more board games I discovered Wil Wheaton’s Tabletop show on YouTube and chose to watch the episode with Harley Morenstein from Epic Meal Time (of which I used to be a big fan). Tabletop introduced me to Takenoko, a beautiful game about trying to build an aesthetically pleasing garden and grow bamboo to specific heights, all the while a damned panda keeps eating it all.

If the panda is the symbol of harmony and diplomacy, I’m sure the gardener is the incarnation of rage and spite.

How to Play (First Edition)

Takenoko begins with a single blue tile in the centre of the table. On that lonely blue tile sits a single gardner and his eternal rival, the panda. Each turn begins by rolling the weather die (Skip this step on each player’s first turn). The result of the weather die gives you a little boost for your turn, like granting you a third action – the ability to do the same action twice in one turn, a free panda teleportation action, growing a single bamboo stalk anywhere on the map, an improvement tile, or your preferred choice of all the benefits I just listed!

The playerboard keeps track of everything you have, and the actions you’ve taken on your turn

After you apply the weather effect, you take 2 actions (3 if you happened to roll the sun weather benefit). You may not perform the same action twice in one turn (unless you have the wind weather benefit). The actions available to you are to draw 3 plots of land and choose one to add to the central play area; to take an irrigation channel; to move the panda in a straight line and eat the top section of bamboo from wherever he stops; to move the gardener in a straight line and grow bamboo on every irrigated tile of the same colour adjacent to the spot where the gardener stopped moving; or to draw 1 goal card.

The goal cards you hold are what influence all of your decisions. At the beginning of the game you’ll receive 1 card for each type of goal; plots, gardener, and panda. The plot goals encourage you to arrange certain colour tiles in specific shapes. Once the shapes have been satisfied with the required colours, and every landscape tile in the shape has been irrigated, you may claim that goal. The gardener goals task you with growing bamboo stalks to specific heights on certain tiles. Conversely, the panda goals are all about feasting on the appropriate type and quantity of bamboo, making the stalks shrink by one for every piece the little white and black bear stuffs his face with.

When an goal has been completed, you simply place the card down on the table. The first person to reach the required number of completed goals triggers the end of the game and earns the Emperor’s favour (which is worth a couple of extra points). Every other player gets one more turn to accomplish any remaining goals they’re holding before the game is over. The player with the highest sum of points on their completed goal cards has won the game and receives the congratulations of the Emperor.

Just because you’re the one to end the game and get the bonus 2 points, doesn’t always mean you’ll win the game

Final Thoughts

Takenoko is a light and charming game with bright and colourful components. I find the mechanics and goals easy to internalize, and I enjoy evoking ire of the other players by making the panda chomp down on their carefully pruned bamboo stalks that they’ve been trying to grow all game so they can accomplish their goal of having 4 green stalks, all at the height of 3.

Actually the mechanic of hidden objectives is something my wife absolutely detests. It’s one thing if some makes a decision to deny you what you need, but it’s another thing entirely when someone ruins all your plans without even knowing they’re doing so. Apparently she just doesn’t enjoy having her plans ruined.

I absolutely love the artistic direction and the components in this game. The plot tiles are thick and bright, and the panda and gardener miniatures come pre-painted. The real star of the show are the bamboo stalks that stand high off the table. The chunky wooden spires attract the eye and capture the attention of new players. Plus, it is fun to see how high you can stack them while you’re waiting for other players to take their turns.

The game itself is easy to play Each turn is straight forward with few opportunities for making any single turn overly complex or acheive big game changing combos. This is nice and keeps each turn moving quickly, but it can be frustrating when the player across the table from you had 4 more goals cards down, it can feel impossible to catch up.

Personally, I find the weather die to be a bit of a frustration. I find the sun benefit (an extra action) to be head and shoulders above the other benefits, each of which are only situationally advantageous. The other issue I have is many of the cards require specific advancements that either come preprinted on the plot tiles, or are only obtained by the cloud weather benefit. When you have one of the advancement tiles, you can only place it on a tile if there is no bamboo on that tile, meaning the tile must be either unirrigated or the panda must raze the vegetation before any advancements can be placed.

The Panda destroys what the Gardener grows

It’s not uncommon for players to creep close to the endgame without passing the line. In the 2 player game, the first person to reach 9 completed objectives triggers the end game. Often I’ll see the game suddenly stall at 7 objectives realized as each player tries to queue up extra points in their hand. Considering that each other player gets one last turn to complete as many of their objectives as possible, it just makes sense. I find that players draw several plot objectives at the beginning of the game, then slowly move to drawing mostly gardener objectives at the end as the garden sprawls further and further away and the spires of bamboo reach the sky. The randomness can be aggravating as you somehow draw the one goal card that nothing on the board is nearly close to, while your opponent draws cards that are one bamboo segment away from being finished.

Ultimately Takenoko is a lovely game that you can use to allure people who would otherwise turn their nose up at the waves of beige that dominate other board games. With a commanding table presence and easy to play mechanics, Takenoko is often a winner when I’m not playing with my normal ‘advanced’ board game group. I wouldn’t introduce this to a complete non-gamer, as the amount of decisions are a little much (5x weather effects, 5x different actions). If someone has expressed interest and is willing to be engaged in the experience however, this game is a hit!

Lesson of the day, never store Takenoko on its side

I also really like to imagine a world where a gardener is trying to carefully cultivate an aesthetically pleasing garden, but one patch of trees happens to grow much more aggressively than the rest, so his solution is to source a panda and hold it over the tall tree to cut it down to the proper size. I don’t know if that world exists, but that’s the world that I want to live in.

Top 100 Games as of 2020 – #70 to #61

Top 100 Games as of 2020 – #80 to #71

This week in my top 100 games series we’ll see plenty of sheep, birds and even a panda. We’ll be at odds with the weather as it controls us in Takenoko, and we’ll try to control the floods in Lowlands. Let’s stop beating around the bush and get to it!

80 – Takenoko

Takenoko is a colourful game about building a garden, growing bamboo, feeding a insatiable panda, and cursing the whims of the weather. Designed by Antoine Bauza, Takenoko has players competing to accomplish 3 different kinds of tasks with the winner being the player the one who accrues the most favour with the emperor.

I absolutely love the “toy-factor” of this game. The bamboo pieces are large, brightly coloured, and stand tall off the table creating an excellent table presence. Stacking bamboo pieces is simply fun! The game behind the bamboo spires is straightforward and easy to play. Takenoko is a great game for families to play, as the decisions you make turn to turn are simple, but there is enough strategic depth to keep older gamers engaged.

79 – Wingspan

Wingspan, designed by Elizabeth Hargave, is a wonderful game that has transcended the board game hobby. So rarely does a board game get the attention of the wider world, but damn, Wingspan has broken the glass ceiling to reach a wide demographic. Every illustrations on the (many) cards of the various birds are wonderful, and the gameplay itself is very smooth. The production of Wingspan is also a work of art. The quality of each component has been lifted to a whole new degree that board games a decade ago could only dream of.

I have heard and had some criticisms of Wingspan (such as players spending the entire last round of the game just pumping the egg engine), but the reality is that any game that can reach such a vast audience and showcase just a glimpse of how good modern board games can be, deserves to have it’s praises sung.

Get it? sung? like, birdsong?

As an added bonus, Wingspan is one of my wife’s favourite games, and it is a nice change of pace when she is the one asking me to play a game.

78 – Forbidden Desert

Forbidden Desert is the 2013 follow up to 2010’s Forbidden Island. Another of designer Matt Leacock’s co-op board game, Forbidden Desert tasks players with searching the desert for lost pieces of an airship they can use to escape the hellish landscape before they’re buried under mountains of sand or die of thirst.

If you’ve played Matt Leacock’s previous co-op games, you’ll feel right at home with the rules. Take 4 actions, the world tries to kill you, the next player takes their turn, the world tries to kill you, and so on. In Forbidden Desert the environment the players are struggling against is a sandstorm represented by a hole in the layout of the tiles. Each turn the storm will move, shifting the location of the tiles relative to each other and dumping sand on top of all your hopes and dreams.

I vastly prefer Forbidden Desert to Forbidden Island, if only because Forbidden Island felt entirely too easy. I know you can increase the difficulty, but the board was too static. Forbidden Desert addresses my complaint by shifting the location tiles all around the board, then dumping a bucket of sand on my head. I suppose I technically asked for that.

77 – Las Vegas

Las Vegas is not going to be the last Rüdiger Dorn game on this list. One of the things I appreciate most is that his designs aren’t iterative; he doesn’t retread places he’s already been. Las Vegas is a push your luck, territory control game where you roll dice, curse, claim a spot on a casino, then curse further as your friends elbow you out of all the good spots.

When approaching Las Vegas (much like a real casino) you have to be ready to lose. Armed with the understanding that your fate is at the whims of the die and your loss is practically already assured, you can cackle with glee as you make ‘sub-optimal’ decisions and spitefully deny other players the things they want.

Ironically enough, when I sit down to play Las Vegas I have a singular goal in mind. I pick a specific person and make sure that person does not win (you know who you are). According to my stats, out of the 8 games we’ve played together, he’s won 0. That’s a win in my books.

76 – Troyes

Troyes is a dice worker placement game designed by Sébastien Dujardin, Xavier Georges, and Alain Orban that no one can agree on how to pronounce. Perhaps it’s just us ignorant anglophones that won’t agree when we’re told it should be pronounced “twah”.

I don’t have a lot to say about Troyes other than it’s quite the unique game. You’re contesting for spaces that give you more dice that allow you to do more of the things you want on your turn. There’s a semi-cooperative aspect where each player MUST contribute. Players who fail to prepare for this stage can find themselves robbed of all their opportunities. You can also use money to use the other players’ dice, which can really save you from a bind, or screw you when the player to your left takes the last red 6 that was on the table!

I also really love the art direction, if only because it’s so different. Visually, it stands out from the crowd of board game boxes.

75 – Power Grid

Power Grid by Friedemann Friese is another box that stands out on a shelf due it being oversized and garishly green. Hidden inside this long and thin cardboard box is a wonderful economic game about generating power and supplying as many cities as possible. Power Grid allows you to choose to either be an oil burning magnate with cheap power plants but a requirement to continually purchase resources to generate energy, or buy the very expensive renewable powerplants that generate power without any further resources needed. Power Grid is a modern classic that is great if you want to stretch your mental math skills; the board and gameplay is littered with numbers. Players are constantly trying to balance costs and benefits while maximizing the energy they can produce and their expansion into the cities on the board.

One criticism that I would like to see addressed is the ramifications of energy production explored. I’d like to see a mechanic picketing a nuclear plant, or a ‘government’ impose carbon taxes on coal plants while giving benefits or subsidies to the green energy. Then again, not every game needs to imitate life, and Power Grid as it stands now is an excellent economic game. Adding more mechanics might just muddy the nuclear pools.

74 – Tigris & Euphrates

Tigris & Euphrates is designer Reiner Kenizia’s magnum opus. It is a cutthroat area majority and hand management game where you try your very best to manage the expanding web of tiles, deftly positioning your leaders into advantageous positions and ensuring that when the impending conflicts finally come, you’ll be the one left standing after the dust settles.

Your goal in Tigris & Euphrates is to earn the most points of all four different kind of victory points, as your final score is equal to whichever one you have the least of. It doesn’t matter if you have dominated the red military or black government points because if you have failed to get any blue trading points, you won’t be winning this game.

Conflict in Tigris & Euphrates is tense and exciting. The tiles that you and your opponents lay down on the board don’t ‘belong’ to anybody until one player has placed their leader next to those tiles. If ever a group of tiles is joined to another group and two leaders of the same colour meet, war promptly breaks out. The majority of your combat power is determined by what’s already on the board (the number of same colour tiles touching your leader before the combat began), but players can commit tiles from their hand to swing the tide of battle and cause devastating upsets to the political topography of the board.

If you are a fan of area control games (which I usually am not) and have not played Tigris & Euphrates, you owe it to yourself to play it (hopefully multiple times with the same person). Each subsequent play enriches the overall experience.

73 – La Granja

La Granja is a lovely euro game designed by Andreas Odendahl and Michael Keller. In La Granja you’re tasked with expanding your farm, growing and processing goods, and delivering your goods to the market to score victory points.

What sets La Granja apart from the (many) other farming euro games is the multi-use cards. When you play a card you have to decide if you want to use the top, left, right, or bottom edge of the card, slotting it into the appropriate spot on your player board, hiding all the options you chose to forgo. This forces you to to decide what’s most important to you on each particular card. A card in your hand may be the only card that will let you grow olives, but you already have all the products to fulfill the order at the top of the card for victory points! But if you don’t choose the olives, how will you grow the olives you need for next round?

La Granja is a wonderful game with many options for players to explore. It’s also available to play on Board Game Arena and Yucata!

72 – Caverna: The Cave Farmers

Another farming theme board game hits my list at #72, Caverna is the big brother sequel to Uwe Rosenburg’s classic, Agricola. In my experience Caverna offers players more varied paths, allowing each player to do their own thing and avoid stepping on each others toes.

In Caverna, you play as a family of dwarves, carving out a life on the side of a mountain. Each player has their own ‘farm’ board with 2 halves. The left side is dedicated fields and pastures, where you can pen in animals and grow crops. The right side is the cave where you can hew out dwellings and build rooms that will offer your dwarven family special bonuses that assist as you amass a fortune.

Each of your dwarves has a ‘level’. You may chose to forgo the regular actions on the board and instead send that dwarf out on an adventure, with the higher levels allowing them to go on longer and more lucrative quests. This feature of the game can help you get resources that you desperately need if there is somehow a dearth of that resource available.

If Agricola’s cruel and unforgiving mechanics rubbed you the wrong way, I’d suggest giving Caverna a try, as it may have addressed some of your grievances. Personally, I liked how tight and punishing Agricola can be, and found Caverna to deliver a cornucopia of resources that robbed the game of it’s difficultly. I have been informed by trusted friends and advisors that my feelings in the matter are ‘wrong’.

71 – Lowlands

Ahem. At the risk of sounding like a broken record, Lowlands is yet another farming themed euro game. Luckily Lowlands by Claudia and Ralf Partenheimer has shifted the focus from growing vegetables, to managing the exponential growth of breeding sheep and stemming the floods that threaten to wash away everything you’ve built.

In Lowlands each player has a farm and can produce sheep. At the end of a round if you have two sheep, you’ll earn a third, because… that’s how sheep grow. As the game goes on and on you may find yourself trying to cram 8 new sheep into your overcrowded paddocks like some kind of crazed sheep horder.

At the same time, a flood is coming. All players may contribute to a shared dyke that will hold back the floods. Should the dyke hold against the tide, and no precious sheepies will perish. If the dyke is poorly built, the waters will rush over your board and many sheep are swept away never to be heard from again. Because this is a cruel village, everyone knows who has and hasn’t maintained the wall. Along with some nasty gossip, you’ll also be faced with harsh penalties being doled out each player who prioritized their own farms’ needs and let the flood cause untold mayhem.

There is a balance to be struck; if you’re the only player who is contributing to the wall, everyone else will be spending their time growing their terrifying sheep engine. At some point it will be beneficial to let that flood come, especially if you have no sheep to care for. At the same time, there are benefits to be earned by contributing to the dyke, but not enough to offset a massive sheep monopoly. Lowlands offers a rare semi-cooperative mechanic that I just can’t get enough of!

Click here to see the next entry in the series

Click here to see the previous entry in the series

Qwirkle

Qwirkle

  • Number of Plays: 12
  • Game Length: 30 – 45 minutes
  • Mechanics: Tile Laying, Hand Management
  • Release Year: 2006
  • Designer: Susan McKinley Ross

Qwirkle! Travel-sized for your convenience!

There are few games in my collection that get the chance to leave my doors once its been slotted into a spot on the bookshelves. Qwirkle By Susan McKinley Ross is not one of those games. I own the travel edition of Qwirkle, which has small tiles and a zipper bag to hold everything together in a conveniently tiny package. The ease of transportability coupled with the fact that this game only needs a relatively flat surface to be played means we have played this game in locations from sea to shining sea. As an added bonus, it is a relatively wind-resistant game, so playing it outdoors is less of a challenge.

Qwirkle, aside from being awkward to spell when you’re sleep-deprived, is a tile placement game for two to four players. You begin the game with 6 tiles in your hand. Each tile has two attributes; a shape and a colour. On your turn you place any number of tiles in a single line as long as every tile in that line shares one attribute (either all the same colour, or all the same shape). You earn one point for every tile you place from your hand onto the table.

A game of Qwirkle starts out simply enough

Very quickly the common play area becomes a sprawling mass of tiles. The rule of lines of tiles only a being a single attribute quickly becomes a thorn in your side as you search for a spot to place your 3 green tiles that doesn’t abut against tiles that are not green, or worse, the exact copy of what you have in your hands.

As you add onto and spin off of lines of tiles, the length and score will creep higher and higher. Placing a 4th tile in that green line earns you 4 more points. The next piece placed will earn that player 5 points, and if someone can complete the line with the 6th shape or colour, they get 6 points, plus a bonus 6 points for a “Qwirkle”. They are also contractually obligated to shout out the word “Qwirkle” as they tap that piece onto the table.

The play area quickly sprawls out

The challenge with Quirkle is that the player’s best move also tends to set up other players for even better moves. The more lines on the board, the more likely someone is going to earn 5 points or more per turn. Knowing what’s left in the bag isn’t to hard to parse. There are 3 copies of each tile in the bag at the beginning of the game. Subtracting the 6 tiles that each player has in their hand gives you a pretty good idea of what you can and cannot hope for. If there are 3 orange circles on the board, you had better not be hoping for another orange circle to come out of the bag or you’re going to find yourself quite disappointed.

This placement is a no-no

One issue that does come up is the fact that it can be hard to tell some of the colours apart from each other. Trying to differentiate the purple and blue colours, or the orange and the red colours, on the black tiles feels nearly impossible if the lighting is anything less than perfect. Also, if you’re colourblind, give this game a pass; there is no way to differentiate the the tiles from one another other than colour.

Qwirkle has traveled across the country with me and has been played on a dozen different surfaces. It’s an easy game to teach the in-laws while being just competitive enough that keep players engaged. The smaller travel edition makes a great stocking stuffer (I know because I stuffed it into my wife’s stocking one Christmas) and comes in a lovely zip-up pouch. The full size game comes in a larger cardboard box. I understand the concept of ‘shelf appeal’, and I’m not the one bringing these products to market. I’m just the guy who needs to find new and creative way of storing board game boxes lest my wife pitches my newest acquisitions onto the lawn because I stored games in the towel closet again (Note from the wife: It isn’t that I mind his board game collection; it’s just his choice to displace the towels in favour of his games!). Maybe my ‘travel’ games will just live in a backpack from now on, perpetually ready to go. I’ll tell my wife it’s motivation to travel! What could go wrong?

Paperback Adventures – Slay the Novel

Paperback Adventures – Slay the Novel

  • Number of Plays: 6
  • Game Length: ~60 minutes (per book)
  • Mechanics: Deck building, word building
  • Designer: Tim Fowers and Skye Larsen
  • Artist: Ryan Goldsberry
  • Logo Design: Andrew Beck

Introduction – I am not a Solo Gamer by Choice

I’ve said before that I am not a solo gamer. Playing board games by myself was something I did as a wee lad living in a small village in northern Manitoba where there was no one around who wanted to play games with me. Since then, I have grown up, moved to a place where there is more than one street, and vetted a pretty fantastic friend group with whom I regularly play board games. Needless to say, I’ve never felt the need or draw to explore the world of single player board games.

Cue the pandemic. The world shut down, and so did in-person gaming. Although my group quickly adopted Tabletop Simulator so we did not have to survive the pandemic without ANY board games, it just hasn’t been the same. I’ve missed the tactile experience of moving meeples, placing game tiles, and holding a hand of cards. To fill this aching need in my soul, I decided to explore the solo modes in the games that I already own, and to my amazement, I kind of liked some of them.

After I wrote about Paperback and posted it on my Twitter, designer Tim Fowers reached out to me and offered to give me a preview of his latest game, a fully solo experience called Paperback Adventures. I leapt at the chance.

Adventuring Basics

I’ve already written about Paperback at length, and if you know how the word building in that game works, you’re already halfway through learning how to play Paperback Adventures. The other half of the rule load comes from understanding how manage the AI enemy and the round structure, but I’m getting a little ahead of myself.

In Paperback Adventures you begin by choosing one of two asymmetric characters; the rogue Damsel, or the robot, Ex Machina. Each character has their own starting deck of 10 cards, plus a deck of 50 cards, some of which that may make their way into your deck over the course of the game. Each character has 3 sets of 2 core items. These items change how you interact with the ‘boons’ that you accumulate on yourself, and the ‘hexes’ you’ll inflict on your opponent. Each set of these core items will drastically change how to approach each combat and any future upgrades you may get. In addition, each character starts with 2 items unique to them that offers even more options during a combat, and one wild letter card that is essential when it comes to making words.

Once you have your deck and all your items, it’s time to embark on your adventure. Paperback Adventures is broken up into 3 books. Each book features 2 regular enemies and 1 boss that must be overcome. Each enemy you face will provide you with a vowel card that can be used in each of your words. On each of your turns, you’ll draw 4 cards and decide what word you want to make out of the letters the deck has decided to give you, including the wild card and the vowel the enemy is providing if you wish. Each of your letter cards has symbols along the left and right edges, these symbols provide attack, blocks, and mana (which is needed to use your items). In addition to all that, every card has an ability that can be triggered if the letter is the top card of the word.

Top card of the word? What does that even mean? Well, when you decide on what word you want to play, you also need to decide if you’re going to ‘splay’ your cards left or right (splaying is laying your letter cards in a line, showing only the left or right half of each card). Once you’ve splayed, the one card that doesn’t have anything covering it will trigger it’s ability. Then, you’ll count up all the symbols on the left or right sides of your letters, apply any hits you’ve accumulated, then perform the enemy’s action which varies depending on the enemy you’re facing. Assuming that neither of you have died after trading blows, your top letter card (the card which power you activated) moves into a ‘fatigue’ pile, and the rest of your cards go into the discard (except for your wild and the vowel provided by the enemy, those are available to you every turn). You advance the enemy action marker (so you don’t lose track of what they’ll do on the next round), then draw a new hand of 4 cards. As per expected deck building rules, if you need to draw a card, but can’t, shuffle your discard and keep going.

Once you knock the enemy’s health down to 0, they become stunned for the rest of that turn. You flip over their card, reset their health to it’s new value, and prepare for the second half of the battle. The enemy will now have different or stronger abilities for the rest of the combat. Assuming you’re able to overcome the challenge presented by the enemies second side, you’ll be rewarded with riches beyond your imagination. Just kidding, but you do get some rewards for surviving each encounter.

After each encounter you’ll draw a card from a basic rewards deck that will offer some bonuses. Perhaps you’ll be offered new letter cards from your character’s deck that you can use to replace existing ones in your deck (hopefully stumbling upon a wonderful synergy that you’ll be able to exploit to crush the upcoming enemies). You may upgrade cards that are already in your deck (more on this in a minute), obtain new items, find macguffins that offer you special abilities, and perhaps take some penalty cards that feature hard to play letters, no attack or block symbols, and often some drawback for not playing them in a word on the turn that you draw it.

After you’ve reaped the fruits of your combat, you set up the next enemy, steel yourself for the challenges ahead, and press on.

Review – How this game made me feel

I have not had a run where I’ve beaten all 3 books in a row yet. Only once I got as far as the boss in Book 2’s. Too many penalty cards and inopportune card draws sank my character. Paperback Adventures is a “roguelike” game; you always start from the same static and weak position. As you play the game, you gain random benefits and just might come across an incredible combo that breaks the game apart, while on your very next play of the game you’ll find yourself begging for mercy in the first encounter due to some terribly unlucky circumstances. The randomness is what makes a game like this so addicting. When you finally do win, you feel vindicated; powerful; unstoppable.

Paperback Adventures utilizes randomness in a satisfying way. By placing you into a situation with your hand of cards and perfect knowledge of what your enemy is going to do, it’s entirely up to you to decide how you want to tackle the challenge. You’ll weigh the costs and benefits of attacking vs blocking, and decide if you’re willing to take the 3 damage now in exchange for a big hit on the enemy, or if you should just bide your time, hoping your next hand will bring you the cards you need to bring home the victory.

It’s important to note that you can’t stay defensive forever, or even for very long. Because you have to fatigue a card out of your deck every turn, every encounter is on a timer. After half a dozen turns your deck is down to just 4 cards, which means you’re drawing your entire deck for your hand! The knowledge that each turn from that moment on will be drastically weaker propels you forward, encouraging haste as you to take a hit on the chin to frantically lunge for the kill before your deck becomes too weak.

I found the AI opponent and game system as a whole very easy to maintain. The round to round upkeep was quick, simple, and got me back to making interesting decisions quickly, rather than bogging me down with upkeep and game maintenance. The decisions that went into this design were obviously careful and deliberate. Tim Fowers has crafted an experience that is satisfying and sticks in my head like a catchy tune so I’m musing about it during the moments where I’m not playing this game.

A really neat feature that Fowers used for this design is the use of card sleeves to facilitate upgrades to the cards. Each card in your deck comes sleeved. When one of the letters in your deck gets upgraded, you take the card out of your deck and flip it around, showing off the upgraded abilities on the back, and place it back in its sleeve. Each card has a note on the bottom of the card telling you what the upgraded ability will be, so you don’t need to pull all the cards out of their sleeves to decide which one you’ll want to use. I have only played this game on Tabletop Simulator, so I cannot attest to the physical quality of the experience, but I do applaud Fowers for his creative genius when it comes to innovative design.

Final Thoughts

I really like Paperback Adventures. Were I younger, I’d say I “like like” Paperback Adventures. It’s the kind of game that lived rent free in my mind for days following my first couple plays, which is always a good sign. It’s challenging, entertaining, and it utilizes a theme that I truly enjoy. Having said all of that, I admit that I am biased. I love deck builders, I love word games, and I really enjoy Tim Fowers’ designs. For people who share my tastes, this is an excellent design.

All in all, I really enjoyed my plays of Paperback Adventures. Playing through the entire 3 book campaign in one sitting may be a tall order, as each book takes between 60 and 90 minutes. It’s easy to ‘save’ your progress after a combat and jump back in when you have more time. I’m absolutely looking forward to getting my hands on a physical copy and really diving into the adventure, probably dragging my friends into it with me, playing cooperatively. When I tell my friends about this game, I don’t say “It’s pretty good for a solo game”, as if it’s simply understood that solo games are somehow inherently inferior. I tell them that Paperback Adventures is an excellent game.

Paperback Adventures is coming to Kickstarter May 18th