Kingdomino – My Kingdom for a Crown!

Kingdomino – My Kingdom for a Crown!

  • Game Length: 10 – 15 minutes
  • Mechanics: Tile Laying, Set Collection
  • Release Year: 2016
  • Designer: Bruno Cathala
  • Artist: Cyril Bouquet

Intro

In 2016 I had been into hobby board games for a couple of years and was rapidly searching out the heaviest games I could find, and players to sucker into playing them. I quickly descended from the fresh faced kid walking into a game store for the first time saying “wow, these board games are kind of neat” into a contemptous snob. “I only play heavy board games. Anything under two hours is a waste of my time.” Trust me, I was insufferable.

Luckily, one of the people who I regularly play with was the anthesis to my snobbery. Where I was aspiring to get into deeper and heavier games as I was sure the key to lifelong joy was buried under complex rulesets, he kept pulling me back, asserting that simpler, fast to play games have a spot at my table, whether I was willing to admit it not not.

I’ll admit that I had some serious doubts when Kingdomino was about to hit the table for the first time and it was pitched with: “They’ve taken the tile matching from dominos, and made an actual good game out of it!” I honestly didn’t think I’d hear that statement in my lifetime. As a kid, we played Double-Eighteen Mexican Train Dominos and I have vivid memories of having dozens of dominos in front of me, not being able to play any of them, and just drawing a new domino, and passing my turn. Over and over and over again.

But we aren’t here to talk about Mexican Train. Let’s talk about Bruno Cathala’s 2017 Spiel des Jahres winner, Kingdomino.

How to Play

Kingdomino begins with a single tile, which your kingdom calls home. In the centre of the table, sits a row of player meeples, indicating the turn order. Each round, a new set of domino tiles gets laid out in numerical order, lowest on top to largest on bottom.

Next, a new set of tiles is laid out numerically, and going from top to bottom. Each player takes their meeple off the old tile, and places it on a tile that just came out. Each player then takes the tile they moved their meeple off of, and places it in their kingdom.

Following the laws of dominos, when you place a tile in your kingdom, one of the two sides must touch a matching tile (or your home tile, which is a wildcard). When placing tiles, you must not exceed 5 squares wide, or 5 squares tall, so that at the end of the game, if you’ve done everything correctly, you’ll have a perfect 5×5 grid of tiles.

Once all the tiles have been claimed and laid, it’s time to score. First, each player counts up the number of squares of each terrain type that are connected to one another. You then multiply that score by the number of crowns present in that terrain type. Hopefully you got at least one crown, because anything times 0, is a recipe for a sad time.

Review

The production of Kingdomino is charming. The tiles are wonderfully thick and glossy, and just the right amount of heft. The art on the tiles is bright and cheery, with charming details sprinkled throughout (like a panicked sheep staring up at the shadow of a dragon, or the shadow of a lake monster tearing up fishermen’s nets. The four king meeples are cute and unique, but my major qualm is that my preferred colour red has been replaced with pink. In reality, it’s the most minor of squabbles, but I still feel compelled to mention it. To those who have been yearning for pink to replace red in games, I have found your champion.

Kingdomino plays quickly, almost criminally so. You’re just getting into the groove of the gameplay loop when suddenly you notice there’s only space in your tableau for three more tiles and somehow all your careful plans are crashing down. that last tile you put down just made your kingdom 5 squares tall, but you were also counting on putting another tile along the bottom! Now you’ll have a single square gap that you just can’t reconcile.

Because all the tiles are numbered, and get sorted from worst to best, it creates a interesting decision. Do you take the better tile with a crown on it now, but select a tile later in the turn next round? Or do you pick the top most tile (which will likely just be two terrain tiles without any crowns) but guarantee the ability to go first next round? That clever design is what makes the game interesting.

Because Kingdomino is so fast, it’s the kind of game that can be used to start or end an evening. It is a perfect palate cleanser of easy mathematics and simple rules that feels refreshing after a game with a dozen interlocking mechanisms and three different rulebooks. If one game ends and you have time for something fast and easy, Kingdomino is an obvious pick.

As I said in the beginning, when Kingdomino first hit my table, I wasn’t in the mindset to give simpler games the time they deserve. Since then, I’ve given Kingdomino as gifts and used it to introduce games to my family, and have even requested to play it on occasion.

There is elegance in the simplicity of Kingdomino. I played Kingdomino’s sequel, Queendomino when it was first released. Queendomino adds layers of complexity to the core gameplay of Kingdomino, but in doing so, loses some of the charm of the original. Perhaps one day I’ll seek out Queendomino again to reassess my opinion, but until that happens, Kingdomino is my domino game of choice.

Sigh

A Tale of Two Expansions

Board game expansions come in two flavours. One type adds small twists to the existing gameplay, enhancing the existing mechanisms and perhaps addressing some of the complaints of the base game. The other type of expansion makes huge changes. The mental toll of the game is re-worked entirely, making it feel almost like a different game. Isle of Skye has two expansions, one of each flavour.

First, a caveat. I’m not really ‘into’ expansions. Usually when I’m coming into a new game, or introducing a game to someone who hasn’t played it before, I want to showcase the original game. If I’m looking for a game for myself, I’m pulled to the boxes that offer wholy new experiences, rather than building on the ones I’ve already had. So rarely is an expansion released that I feel I need to own it. Part of that apprehension comes from the fact that I find most base games pretty great on their own, I don’t need more content to elevate some parts of the game, or inject some much needed replayability or variability. For the games whose depths I have thoroughly plumbed, I’m usually more content in seeking out new experiences.

I get a feeling of trepidation when I consider adding in expansion content to my games. I worry that I’ll ‘burn’ or ‘waste’ a play if the expansion content doesn’t live up to the hype of the base game. In my scenario where a single game rarely gets more than half a dozen plays, I want to enjoy each one. Don’t fix what isn’t broken, as some would say. In the case of Isle of Skye, the game is quick to set up and is over within 30 – 45 minutes, I decided I shouldn’t have the same apprehension and should be more cavalier in introducing the expansion content. What a fool I was.

Just going for a hike in my kingdom!

The first expansion, Journeymen, introduces new tiles that go into the mixed bag and gives each player their won player board. On that player board are 3 different tracks, each with icons of various things that you might see in your kingdom. On your turn after placing all the tiles you bought, you can now place some cubes on your board, moving your player pawn around your kingdom so he can visit the various tile features and advance the tracks on your player board, giving you additional benefits throughout the game.

This addition to Isle of Skye turns the act of placing tiles from a interesting decision into a absolutely brain breaking chore. Trying to figure out how the tile best fits in your kingdom so you can maximize the points you’ll get from the scoring objectives, as well as placing a tile in such a way do your Journeyman can reach the specific feature you need is a task that my poor little brain isn’t always up to tackling, and I’m not alone. My regular play group has often opted to leave Journeyman out and play just the base game Isle of Skye more than once.

That’s… a lot of information to parse

The special powers you obtain from finishing any one of the tracks can feel overpowered and game-breaking. One of the abilities allows you to buy a tile from anyone, and have the bank pay them, effectively making money a moot point for you. Another removes your requirement to axe a tile, giving you more opportunities to play tiles to your kingdom, or sell for more money. The final one allows you a second buy phase. While getting to the end of the tracks is difficult, and likely only happen in the last round or two, these modifications feel like they take the spirit of the game, and throw it out the window for the player who achieves them. And because these powers are so strong, it feels like the only way to win Isle of Skye: Journeyman is to chase the aspects that this expansion added.

Isle of Skye: Journeyman takes Isle of Skye from a game that I would bring out and play with almost anyone, to a game that I only want to bring out with people that I know won’t be paralyzed by the indecision that I laid out above. Isle of Skye: Journeyman multiplies the number of decisions you need to make and takes Isle of Skye from a fast, easy to play experience into a slow, calculating slog. The crux of my criticism about this expansion is while it multiplies the number of decisions you need to make, they don’t feel more satisfying. Instead, you’re left with additional mental load and nothing really to show for it.

Do I place the tile to finish off the bottom lake to double the scrolls, or in the column to earn points for 3+ tiles per column scoring objective, or close to my Journeyman so he can visit the broch? and in what order do I place my cubes? Do I go up all 3 tracks equally, or do I focus on one track? The amount of decisions I need to make has compounded!

Isle of Skye: Druids On the other hand, adds a secondary board aside the main board that holds 6 special purple backed tiles. After the normal tile purchase phase, a second tile purchase phase happens where you buy the tiles from the Druid board. Tiles are progressively more expensive to purchase the further down the track they are, but as tiles on the right get purchased, the rest slide down the track.

I found Isle of Skye: Druids quite easy to incorporate into the base game. The secondary buying round happens quickly and accents the gameplay. The Druid tiles can be expensive (anywhere from 0 to 8 coins with up to an extra 4 coins depending on how far to the right on the the Druid track it is), they’re generally more useful than the regular tiles that come out of the bag, but not obscenely so. The stone tablets you can acquire give you an extra leg up on the competition, but not so aggressively that chasing the components added by the Druids expansion is now the only way to win.

I respect how difficult it is to craft an expansion without giving into power creep. After all, if the expansion content doesn’t build on the base game, or offer something stronger or more compelling, why would anyone want to buy it? My thoughts return to Food Chain Magnate’s The Ketchup Mechanism & Other Ideas expansion, that included 16 modular components that could be mixed each game. I shudder at the thought of adding every expansion simultaneously, but adding a couple different ones each game is a great way to inject some new life into a game that I’ve played over and over again. None of the modules change the core of Food Chain Magnate, rather, they offer exciting new twists and variations to the gameplay. And that’s an idea I can get behind.

Dutch Blitz – A Vonderful Goot Game

Dutch Blitz – A Vonderful Goot Game

  • Number of Plays: 13 (since I started recording games, I’m sure actual number of plays is 50+)
  • Game Length: 5 minutes – 3 hours (however long your group feels like playing
  • Mechanics: Real-time, Card game
  • Release Year: 1960
  • Designer: Werner Ernst George Muller

Intro

Pst. Hey, kid, come over here. I know you’re interested in that hot new game that everyone’s talking about, but check out what I’ve got for ya. Dutch Blitz is a classic, a real gem I tell ya. You gotta get in on this action while you can. After all, a game that continues to get sold and played after 80 years has to be good, right?

When I say the words ‘Dutch Blitz‘ to a group of people, there’s at least one person who perks up and gets excited. Whether it’s the game they played endlessly with their family, or spent playing all summer at camp, or even played in college instead of writing that boring term paper, Dutch Blitz has touched the lives of many.

How to Play

This section is going to be a little tricky as house rules for Dutch Blitz are rampant, like most games that manage to survive the relentless passage of time and get taught via word of mouth. Everytime I teach Dutch Blitz to a group that has at least one other person who has played before, a difference in rules comes up. So, here’s how my family plays:

Each player is given a deck of 40 cards, numbered 1 through 10 of four different colours. To begin the game each player shuffles their deck, and deals 10 cards face down. This is their ‘woodpile’, and their main goal is to reduce their the number of cards in their woodpile down to 0. They then deal 3 more cards face up in a row as their ‘posts’. The remaining cards in their deck get held in one of their hands.

I’m gonna need a bigger table

Simultaneously, players shout “GO!” and flip the top card of their wood pile. In real time, players are searching for cards they can play to the center of the table, creating piles of cards of the same suit in ascending order (beginning with 1, going to 10). If they see a pile with the top card being a red three and they have a red four in front of them, they can (quickly) take their red four and put it on top of that red pile, face up.

Should your woodpile and posts all be inelegiable for play, you can turn the top three cards from the deck in your hand onto the table, showing you a new card you may be able to put out onto a pile. When you have flipped through all the cards from your deck, you pick up the whole pile (do not shuffle) and start again from the beginning.

You must alternate boy-girl-boy-girl in descending numbers when stacking on your posts

Should you choose, you may also place a cards on your Posts, as long as the cards descend in sequence, and the suits alternate. If you’ve ever played Solitaire, then many of these mechanics and goals will feel very familiar, but with a lot more speed and stress. If you don’t like the word ‘Blitz’, feel free to use my title for the game: “Stressey Speedy Multiplayer Solitairey“.

The first player to drain their woodpile of cards shouts “BLITZ!” and all other players either simultaneously groan, or mutter their thanks to a deity of their choice. All players count up the cards left in their woodpile (these cards are -2 points each, for a maximum of -20 points in a round), and all the cards that made it into the common centre area are worth 1 point each. Seperate all the cards back to their owners, wipe the sweat from your brow, tally the score (or don’t, scores are arbitrary), and set up for another round!

Review

I can’t remember how Dutch Blitz came into my family, but I can recall late nights at my Aunt and Uncle’s cabin, young teens and adults alike frantically playing, roccus laughter, and a flurry of bent cards. Later in life, I introduced it to my college class during some down time, and it took off spectacularly. Initially, only one other person in my entire class had played Dutch Blitz before, but after a week of playing it every day during lunch, suddenly four other decks had been purchased and three tables were now dedicated to Stressey Speedy Multiplayer Solitairey every day from 12:30 to 1:30.

Get that blue four on the pile, stat!

It started friendly enough; multiple games would be played with the same people, with the first player to accumulate 100 points winning for the day. If if we ran out of time, so be it. Eventually a round robin style was adopted to accommodate a dozen players. After each game we’d rotate one seat to the left, introducing new players to each group (now that there were 4 simultaneous games happening) and we abandoned the idea of accruing a growing score over multiple games. Competition became fast and fierce, elbows flew, and other classes learned to avoid the cafeteria when those rowdy culinary kids were playing their little card game.

A few years later I was hanging out with some co-workers from the restaurant we worked at. I pulled out Dutch Blitz, and one other person had played it before. Two others joined in and after a quick introduction to the rules (and a small argument on house rules), we were off. The other experienced player and I were quickly flipping from our decks and slapping cards into the centre of the table, while the other two chefs sat and stared at our fury. Turns out, while this game is fun to play while getting inebriated, it’s difficult to learn when you’re already in that state.

It’s good manners to put the 10 card face down to indicate that pile is ‘finished’

Like most real time games, a level of familiarity and history does give experienced players an edge. Dutch Blitz can be really intimidating to new comers, especially when playing at the full player count. When three other people are quickly scanning their cards, and slamming their cards into the center stacks, the information available to each player is changing rapidly. By the time you notice that one of your cards could go out onto a stack, it’s entirely likely that someone has already beat you to it. The most dramatic moments of Dutch Blitz are when two players try to put the same card on the same stack at the same time. Either one will get there a moment faster, slipping their card under the other persons and shout victoriously, or the cards will collide and bend, and the owner of the game winces as the players argue over who arrived first.

While I’m all for keeping my games in as nice condition as reasonably possible, there are some games that you just need to accept their damage. I have 3 copies of Dutch Blitz all in varying levels of condition. It’s a game that gets played enough and is enough fun that I don’t mind needing to buy a new deck every 4 or 5 years.

Playing Dutch Blitz with the full complement of four players is a joy. The stacks in the centre of the table grow quickly, and if you miss putting a card out you can be sure another stack of the same colour will grow quickly. While it can be frustrating to watch others play cards while you’re stuck with a 10 card on top of your woodpile, your bad luck can be offset by playing other cards into the centre of the table. While the person who goes out ends the round, they aren’t always the person with the best score.

My wife loves Dutch Blitz and for a while, we’d play together, just the two of us. Unfortunately at the minimum player count of two, it’s not uncommon for both players to get stuck in a rut, just flipping cards, unable to play any to the centre at all. We played that if we both were stuck and agreed to do so at the same time, we’d flip the top card from our deck to the bottom, giving us a new set of cards when flipping through our decks. While it’s still a fun and fast paced game, it’s left wanting at two players.

Heaven forbid they use different colours. Or different icons…

At the other end of the spectrum, I also own the expansion pack, which allows up to 8 players to join in on the action. I’ve only played a few games at 8 players, we all found it to be a tedious experience. The table size required to fit 8 people was expansive enough that people seated on the end of the tables were unable to reach all the way over to the other side, or, if they got excited, dove across the table sending the other piles flying. It wasn’t long before we decided breaking into two 4 player groups was the better way to play.

Overall, I recognize that Dutch Blitz is not the game for everyone. If you prefer your board game nights to be quiet, civilized affairs, I’d recommend giving this a pass. If real time games tend to stress you out, Dutch Blitz isn’t going to change your mind. Nonetheless, Dutch Blitz has been a hit with most of the people I’ve introduced it to. There’s a special kind of excitement that grows in your heart when you find another kindred spirit who has Dutch Blitz in their history. It is joyful to find an opponent to test your skill against and to reminisce about how this little green box made its way into both of your lives.

Isle of Skye

Isle of Skye

  • Number of Plays: 27
  • Game Length: 30 – 50 minutes
  • Mechanics: Tile laying, auction
  • Release Year: 2015
  • Designer: Andreas Pelikan, Alexander Pfister
  • Artist: Klemens Franz

Intro

I come from a Scottish family. My grandpa proudly displays our family crest emblazoned with the MacKenzie clan motto: Luceo Non Uro (translation: I shine not burn). He has a tartan kilt and reads biographies and histories of the Scottish clans. It’s his influence on my life that makes me yearn to visit Scotland and the titular Isle of Skye.

It bothers me to no end that MacKenzie is not an available clan

Naturally, my predisposition to Scottish culture draws me to games like Isle of Skye. I find myself already liking this game before I’ve even took the box lid off for the first time. The playerboards emblazoned with Scottish clan names, long horned cattle just waiting to be herded, and the brochs nestled high in the mountains appealed to me in a way that other games with objectively inferior themes (like Mediterranean trading) just can’t reach.

How to Play

Isle of Skye is for 2 to 5 players and takes around hour to play. Each player gets a castle to start their kingdom, a hatchet to cleave the land, and a player shield to hide all of their wealth from the other players.

You start with naught but a castle

Gameplay is broken into 6 phases, repeated for 5 or 6 rounds (player count dependant). First is the income phase; each player earns 5 gold from their castle, plus one more from each whiskey barrel that has a road leading back to your castle. In phase two each player draws three tiles from a bag and puts them in front of their player shield. Each player secretly sets the price for the tile by assigning coins from their own treasury to each tile behind their player shield. You only put coins behind 2 of your 3 tiles, however, as the third tile gets assigned the hatchet. It can be an agonizing experience to not only weigh how much to value each of the tiles, but also to decide which one of the three you want to throw back into the bag! All my tiles are great, can’t I just keep them all?

The fourth phase begins by lifting away the player shields and pitching the axed tile back into the bag. One by one every player is given one single opportunity to purchase a tile from the another player. If a tile does get purchased, the buyer gives the seller the same amount of coins they placed by the tile in the previous phase and takes that tile into their supply. The seller gets to take the money from the other player and the money they used to set the price for the tile in the first place back into their treasury. Once every player has had one opportunity to buy from their opponents, all the players take any unpurchased tiles remaining in front of them into their own supply. The money that was used to set the price for each tile is deposited into the central bank; you effectively purchased the tile yourself.

If I can’t have the sheep, no one can have the sheep

Depending on how that last phase shook out, the fifth phase has each player taking their 0 -3 tiles now in their own supply and placing them into their kingdom. While roads don’t have to connect to anything, the terrain on each tile edge must match when placed next to other tiles (a pasture must be matched to a pasture, a lake to a lake, etc). Every tile must be placed on the round it was obtained and may not be held in reserve to be placed in later rounds.

The final phase is scoring; at the beginning of the game 4 scoring objectives are placed the 4 slots (A, B, C, and D). Each round some of those objectives get scored. In round one, only objective A is scored, but in later rounds objectives A, C, and D may be scored one after the other. By the time the game ends, every objective will have been scored 3 times.

Review

Playing Isle of Skye is a quick affair. The game begins simply, as each player only has 5 coins to split between two tiles. Inevitably, if you’re early in the turn order, you’ll want to hold money back so you can purchase a tile from someone, meaning your tiles will be cheaper. The reverse is true for players later in turn order; they feel fine committing most of their cash on a tile, hoping to extract more money from their opponents who choose to purchase their tiles. By the end of the game, some players will have literal fistfuls of cash, and suddenly holding money back for spending is no longer an issue.

The flow of Isle of Skye is satisfying. The game moves through the upkeep phases quickly to get players back to making interesting decisions. Having multiple scoring objectives laid out, each game pulls you in multiple directions; do you earn a few points now, or do you build toward a specific goal hoping to earn a massive amount of points in a later round?

Around the third round, the catch-up mechanism shows up; suddenly every player gets money for each player ahead of them on the score track. This encourages players to be just barely in last place to get the largest bonus. I’ve had games where the player scores are grouped tightly for the first five rounds, then suddenly one or two players manage to dial in on the final scoring objectives and fly ahead of their inferior opponents.

While getting a reward for doing poorly isn’t my favourite thing in the world, in Isle of Skye it feels necessary. Without the influx of cash, a player in last place can find themselves strangled, every tile that may be worth a couple of points priced horribly out of their reach.

The economy grows substantially throughout the game. Every player earns at least 5 coins each round, and only the coins left to unbought tiles leaves the game. Each whiskey barrel and every player ahead of you increases the amount of money available to players, and that money changes hands freely. In the first round you have a piddly little 5 coins to try and price 2 of your tiles AND hold enough money back to buy a tile from someone else, but in the last rounds, suddenly everyone has stacks of gold, and it’s not uncommon for a particularly valuable tile to cost 15 or 20 gold, and for the tile to sell. Fortunately money is worth points at the end of the game, at a ratio of 5 coins to 1 point

You get money by having a castle, and for whiskey barrels that have a road going back to your castle

The shopping phase is where the game heats up! Each player has one opportunity to buy a single tile from any opponent. The questions begin to pile on, do you buy from the player to your left, giving them extra money for their purchasing action? You really want the tile with 3 sheep from the person to your right, but they’re furthest ahead on the score track, should you really be giving them extra money? They don’t even need the sheep! They just priced it higher, specifically because they know you get extra points for sheep! Ahh!

If I can close off that pasture, my bonus points for cabins doubles

You can always choose to pass instead of buying, of course, but that’s rarely a good move. Many of the scoring objectives grant points for having tiles arranged in a specific shape (such as having three or more tiles in a column). There’s also the bonus objective scrolls nestled in some terrains that can have their points doubled if its terrain gets completed. This means ANY TILE is often better than passing. Everyone buying tiles from each other keeps the money in the economy (rather than it being lost to the central bank), which in turn encourages others to spend more money and raise the prices on their tiles next round.

By the time the last round of the game rears its head, Isle of Skye is nearly unrecognizable. Tiles are selling for 15 coins each, kingdoms have grown by 11 tiles, and the landscape has become a dizzying array of pastures, lakes and mountains with sheeps, farms, lighthouses, ships, and cattle. Players are gleefully axing tiles with precious lighthouses on them, only to cause other players to clutch their heads in despair because they were counting on buying that lighthouse to complete a set to earn 5 points and would have paid a ludicrous amount of money for it. The dynamics of Isle of Skye are a joy to behold, and when the dust settles and the final sheep bleats, I’m always eager to play this game again.

Having the expansions makes this a well sized box. I’ll talk about those next week.

MicroMacro: Crime City

MicroMacro: Crime City

  • Game Length: Each mission is between 5 and 15 minutes
  • Mechanics: Where’s Waldo/Wally, Cooperative
  • Release Year: 2020
  • Designer: Johannes Sich
  • Artist: Daniel Goll, Tobias Jochinke, Johannes Sich

Intro

As a kid, I was a big fan of Where’s Waldo. The cornucopia of colour and activity on the page encouraged me to take out every Where’s Waldo book that came to our local library. I would sit and scan the pages, feverishly searching out the striped devil, while also finding all the neat details hidden in the photo. As an adult, I have a mild obsession with the Wimmelbilder subreddit, again, loving the details and deriving joy from discovering hidden narratives in a chaotic scene.

My experience with MicroMacro: Crime City began with an app; a small section of map on a screen that allows you to zoom in and out as you pan around Crime City. A man was murdered and it’s up to you to find the crime scene. By clicking the corpse you begin a adventure through space and time, retracing the victims steps and following the evidence, clicking the clues until you you find victim’s home, the murderer, the motive, the murder weapon, and the stolen loot. As soon as I discovered that this app was a demo for a tabletop game, I quickly made my way to the local board game store to purchase it.

Components

MicroMacro: Crime City is contained in a thin white and black box. In fact if you look closely there is even a puzzle to solve on the cover of the box. If you buy the game new you’ll need to sort two decks of case cards into individual little paper envelopes. Next, you’re instructed to apply a sticker to a little “magnifying glass” that comes with the game. Once both of those tasks has been completed you are free to unfold the massive map (75cm x 110cm) and begin unraveling the myriad of stories that have been laid out for you to explore. I specifically mention the components here because I think it’s important to know that that you need a big play area and need to sort out the crime deck before you begin to play.

This is pretty much all that comes in the box

How to Play

MicroMacro: Crime City tasks you with finding characters and stories on the large black and white map. Your first task is to find the scene of the crime for the case you’re trying to solve. You remove all the cards from the envelope and the first card will show you an image of your target and a general area where you can find them.

Once you find the scene, the cards will take you through the questions that need answering. The world that is MicroMacro: Crime City isn’t a snapshot in time where every detail on the map is happening simultaneously. Instead, it is a layering of several different stories, all happening in this one city. You follow characters that appear in different locations as they go through their day.

When a card asks you where the victim came from, you and your friends will search around the crime scene for where they were just before they met their untimely demise. Once you find their trail, you trace their day further back in time. Alternatively you may find yourself chasing the culprit as they try to escape the city. You’ll be surprised by how much detail you missed while exploring certain areas of the city for other cases. Once you think you know the answer to the question asked by the card, you can flip it over to ensure you’re correct and move on to the next card until you’ve solved all the questions for the case. In my experience, each case takes between 5 and 15 minutes.

Review

MicroMacro: Crime City tasks you with finding characters and stories on the large black and white map. Much like Where’s Waldo?, your first task is to find the scene of the crime for the case you’re trying to solve. You remove all the cards from the envelope, and the first card will show you an image of your target and tell you the general area where you’ll be able to find them. Unlike Where’s Waldo?, where the entire challenge and fun is in finding one correct detail in a large mess of irrelevant information, you are constantly discovering new and fun details in the lives and deaths of the denizens of Crime City.

As you follow people back and forth from rooftops to alleyways, you’ll pass by interesting snippets of different stories. While those moments won’t help you in your current case, it’s exciting when they show up in later crimes and you know exactly where to look.

Most of the cases focus on small sections of the map, but every now and then the case expands throughout the city, forcing you to search the wider world for clues of where people came from or where they were going. The box says this can be played with 1 – 4 players, but I wouldn’t recommend involving more than 2 at a time. The map may be huge and during the moments when you’re searching all four corners of the city for clues, it’s fine. But if your task is to search carefully in a small area, it’s awkward having four heads all converge on a spot, arms and hands covering the spots where people want to look, noggins casting long shadows across the map. It’s also incredibly hard to see any coherent details when looking at the map upside down. To combat that, you can try and fit four people shoulder to shoulder, but the person on the west side won’t be able to see what’s happening on the east side. While the map is over 100 cm long, the details are minute. You’ll need to ensure you have very good lighting and decent eyesight and/or corrective lenses. I’ve heard of some people needing to don reading glasses for the very first time while playing.

It’s not every day that a baby gets to meet its heroes!

Be aware that this game is not as “family-friendly” as you might first believe. Although the cutesy art depicting adorable walking bunny people on the cover and the description of finding details on a large map may make draw parallels to the aforementioned Where’s Waldo? book series, which is quite popular with kids as young as 5 or 6 years old, the content of MicroMacro: Crime City may contain scenarios that are upsetting for children. The game begins with ‘innocent’ crimes, like a pair of kids using a fishing line to steal someone’s top hat; however, it quickly dives into more mature themes, such as murder, infidelity and prostitution. There are no official content warnings on any of the cases highlighting which ones may be good to play with a 12 year old, and which ones are going to make them ask awkward questions about “what’s a prostitute?”

For people looking for more of a challenge, there is an ‘advanced variant’ where the only clue you get is first one. You arrive on the scene of the crime and it’s up to you to answer all the questions and find all the details without using the rest of the cards in the deck. Personally, I enjoy being lead by the questions. The variant leaves every case feeling open ended and only ends when you feel like you’ve searched enough. I sincerely dislike the “Look around until you feel you’re done!” sandbox nature of that variant. I need structure in my play damnit! But that’s just me. Maybe you like chaos and disorder.

Overall, MicroMacro: Crime City is a excellent and unique experience that is absolutely worth your time. Solving cases by tracing characters throughout this city, all the while questioning details like “Why is that random lady punching that dude with the long nose?” brings about many bursts of laughter and joy, especially if you’re like me and really value ‘discoverability’. Let me tell you, this game is nothing but discovery. With all that said, there is virtually no replayability. Once you’ve solved all the crimes, you’re just… done. You can spend more time combing through the map, creating your own narratives and puzzles, but it really isn’t the same. You COULD replay the cases, but be honest, have you ever re-read a Where’s Waldo? book?

MicroMacro: Crime City could be a centerpiece in your home; something you hang up on a wall that draws people in when they first visit your home; a conversation starter as you walk your friends through the first few cases, and be their sherpa through the Crime City experience. Perhaps after a few years you’d forget the details of each case and returning to Crime City would be like returning to your hometown. You remember most of the broad strokes, like where the churches are or where the best fish and chips shop is, but the details are hazy. Re-discovering the cases could be fun, but I don’t think it’s worth holding onto this box for years hoping your memory fades while your eyesight stays sharp. Instead, MicroMacro: Crime City makes a great gift. Nothing is permanently changed or damaged throughout the cases so when you’re finished solving all the cases, pass it around your game group then chat about your favourite cases. Alternatively, it would be easy to sell or donate it to someone else in your community! If none of those options appeal to you, it makes for a great colouring sheet.

It’s a good day to be a duck

MicroMacro: Full House was announced recently, along with 2 more titles in the MicroMacro universe. While I won’t be keeping this map around my house for long, I am eagerly anticipating the next installment in the series. While I wait for them to hit store shelves, I’ll need to find a new pair of reading glasses.

Calico – Board Game Review

Calico – Board Game Review

Calico by Kevin Russ is the first physical board game that I purchased since the COVID-19 pandemic ended my in-person gaming group in March 2020. It’s also the first game I’ve purchased since I launched MeepleandtheMoose.com and started playing my physical games solo. I purchased Calico not only because I was drawn in by the cozy cat aesthetic and endearing art by Beth Sobel, but because I knew the brain bending puzzle of fitting together the best quilt is a challenge that inspires excitement in my little gamer heart.

Coconut is the most comfortable cardboard kitten I’ve seen all day

Thanks to Covid-19, I’ve only had the opportunity to play Calico at 1 and 2 players. I plan on returning to this game once I’ve had the opportunity to play it more with larger groups of people. For now, I’m just so excited to share my thoughts that I don’t want to delay this post any further.

Calico, as I mentioned in my Top 100 post, is a cerebral tile laying puzzle game. In Calico you are given 7 different ways to earn points with the sneaky insinuation that if you’re a competent quilter, you’ll be able to achieve glory in every facet of the game. It’s all a bundle of lies! In Calico, you must first accept that you will not be able to score all the point and the only way that you’ll be able to survive is by picking and choosing which of the goals and objectives you’ll focus on in any given game.

Components

Calico’s components are bright, vibrant, and high quality. Each of the four player boards are dual layered, which helps keep your tiles in place. The tiles come in 6 different patterns and 6 different colours, with 3 copies of each. The cat scoring cards are adorned with artistic renditions of actual cats (you can read their biographies in the back of the rulebook). Associated with these cat scoring cards are miniature tokens of each cat that will dot your player board if you can satisfy that cat’s very specific desires. The cloth tile bag is thick and sturdy, with plenty of space to shuffle the tiles within. Speaking of those tiles, they’re very thick and have a linen finish. The game box cover and some of the tokens have a spot UV coating that will shine if you catch the light just right. The production of this game has left nothing to be desired.

How to Play

The gameplay of Calico is very straight forward. When you begin the game you have a empty player board that you’ll fill with your hopes, dreams, and regrets. Each player starts with 2 tiles in their hand, and 3 more tiles in an offer row. On your turn, you’ll place one of the tiles from your hand anywhere on your board. Then, you’ll take one of the tiles from the offer row, place it in your hand, and refill the offer row. Every turn proceeds in that exact fashion until the boards are full and you’re left with your head in your hands contemplating how everything fell apart so quickly.

Calico Set up for 1 player. More players just get their own boards with the same scoring tiles in the centre

Allow me to speak about each of the scoring opportunities separately, starting with colour coordination. If you are able to stitch together 3 tiles of the same colour, then congratulations! You just earned yourself a button in that colour, which is worth 3 points! If you’re able to earn at least one button for each of the 6 different colours, you’ll be awarded with a rainbow button which itself is worth 3 points.

Each game of Calico will have 3 different cats displayed to the side. To lure those cats onto your board you’ll need to match their requested shape with one of the two requested pattern tiles. Coconut might just want 5 tiles of the same pattern touching each other, while Misty wants a 4 tiles arranged in a cross and no other arrangements will satisfy Misty’s fickle nature. Each of the cats you draw to your board will grant you certain amount of points; the easiest kittens will bestow a piddly 3 points per feline laying cozily on your quilt, while the most demanding cats will award up to 11 points, which should make you purr with glee as you place your awarded cat token on your quilt.

Hey I got a button! This game won’t be so bad!

There are also 3 objective tiles on your board. While every player will have the same 3 objectives, each player is free to slot them into the objective spots on your player board in whichever order you wish. These objectives ask you to surround them with a certain set of colours and patterns. A pattern asking for AA-BB-CC will want 3 sets of 2 different colours or patterns. If you can satisfy the requirements in either colour or pattern, you’ll get the lower number of points (usually somewhere between 5 and 10). If you can pull off the super-human feat of satisfying both colours and patterns… well, along with bragging rights and a slow applause from myself, you’ll earn slightly more points (generally between 10 and 15).

When playing the solo mode, the only salient difference from the multiplayer game is how the offer tiles behave. First you imagine a conveyer belt and visualize the direction the tiles will move in. During your turn you are free to take any of the 3 tiles available. Once you’ve claimed your tile, the remaining tile furthest to the ‘end’ of the conveyer belt is flung into a proverbial furnace, never to be seen again. The final tile is spared such a cruel fate, but it moves to the end of the conveyer belt and two new tiles populate the row. That’s the extent of the differences between the multiplayer game, and playing the game on your own.

I call this board state: The River of Dread

Near the back of the rulebook there is a list of achievements laid out that chart your progress toward becoming a Calico master! The achievements dare you to win a normal game while exceeding 60, 70, or even the insane 80 point threshold. Can you win the game without collecting buttons? Can you get the elusive rainbow button? Can you do it all while standing on one foot while rubbing your cats belly and tapping your head? Both my wife and I really like this feature, as it gives us something to work towards, and amps up the replayability of the game.

Another feature that Calico offers is a list of scenarios. The game suggests 10 set-ups and asks you to accomplish a specific set of tasks. The first scenario requires you to earn a rainbow button and exceed 58 points. The next challenge has requires that you collect 5 cats tokens and exceed 59 points.

Well well well… If it isn’t the consequences of my own actions.

I found the scenarios a wonderful reason to play Calico on my own. Considering the title of my Journal is “I am not a Solo Gamer, I shouldn’t have to reiterate how I rarely play board games on my own. I had this thought when I played Sagrada solo and the challenge of that game was just to exceed the sum of the undrafted die. Simple score attack solo games do not excite me, and perhaps because of that I have not returned to Sagrada’s solo mode since.

I very much enjoy the design of Calico‘s scenario challenges. I like that each scenario has been tested and calibrated to test my quilting skills, and, while it cannot account for the randomness of the tiles that come out of the bag (No, I don’t need a third green polka-dot tile, thankyouverymuch), at the start of each game I do feel the challenge is beatable if the tiles fall right and I play well.

It’s not the prettiest quilt, but my cats seem to like it

Review

Let’s get down to brass tacks. Playing Calico is a very simple affair. Each turn requires only three decisions and at the start of the game when your board is full of opportunity and promise, you’ll happily place tiles somewhat arbitrarily, perhaps chasing a short term goal like getting 3 colours together. As the free spaces start to dwindle and the need for specific tiles rises, you’ll quickly find yourself making concessions and saying “it’s fine if I don’t achieve both colours and patterns for that one objective. It’s fine if I don’t get all 6 buttons and achieve that rainbow button. It’s fine if I only get one cat token on my board. It’s fine if I only achieve one of my three goals…” This amount of negotiating with yourself and being forced to compromise when the wrong tiles come out of the bag is what elevates Calico from a neat puzzle to a fun game.

So, the production is fantastic, the puzzle is great, the aesthetic is wonderful. What’s the downside? Calico has almost no player interaction. If you look across the table and see your friend has sewn a perfectly colour coordinated and patterned quilt, there’s nothing you can do to affect them. The most you can do to affect your opponents is take the tile they may want or need, but then you better hope that you can use that tile, otherwise it’ll be taking up one of the two tiles in your hand and hurt you more than you hurt them. It really can feel like the whole game comes down to the last few tiles that get pulled from the bag. When you’re down to the last four spaces and you are needing a tile that is a specific colour and/or shape, your heart can drop when the next tile that gets pulled is the absolutely wrong one. It’s doubly frustrating when you see your opponent say “I just need a yellow stripes!” and then get it. Smug bastards.

Not a bad sized box

If you can accept that you won’t be able to complete all of the scoring objectives in a single game, I think you’ll find Calico is an enjoyable game. If you’re hoping for a game that has lots (or any) player interaction, Calico is not the game for you. Personally, I love Calico, and I can’t wait to introduce it to my family and friends. I know the production of the components, the art direction, and the deeper than expected gameplay will have my loved ones asking to set it up and play it again and again!