Woodcraft – First Impressions

Woodcraft – First Impressions

Apparently 2024 is the year that I dive into Valdimr Suchy games. In the last 6 months I’ve played Pulsar 2849, Praga Caput Regni, Evacuation, and now, Woodcraft gets added to that pile as well. With this experience, I’m starting to get a feel for Valdimr’s designs. Medium-heavy euros with tight a tight economy, and an interesting action selection mechanism, and Woodcraft fits that definition incredibly well.

Learning Woodcraft isn’t terrible. I used both the rule book and the Game in a Nutshell How to Play video. Between the two, it wasn’t hard getting started. There were a few non-intuitive things, like the helpers all have production on them, but production doesn’t produce during an income phase. We all expected that would have been the case just due to the terminology, but no. gaining production is completely separate from income. There are a few other tedious rules, such as when you plant wood into your pots, you can take a free cutting action. This isn’t represented anywhere on the boards in a helpful manner, and I completely missed the rule in my excursion to learn the game.

In Woodcraft, players take on forest sprites who love to build beautiful creations out of wood. During the game you’ll buy and sell lumber, grow your own trees, hire assistants, collect tools to store in your attic, improve your workshop, and fulfill contracts. With only 14 rounds (13 in a 4 player game), your real task is to make every action count.

The contacts to fulfill generally have various wood requirements (3 different types of wood in the game, represented by green, yellow, and brown dice), and each wood has a pip value requirement that has to be met exactly. To do this, you’ll probably use the saw to cut a die into two, maintaining the sum of the original die, splice scrap wood to increment the pip value, and even glue two dice together to form a larger die.

It’s surprisingly fun to cleave dice into two, or stitch them back together to fulfill the contracts. Many of the contracts reward you with various goodies, sometimes even including more dice. There’s a great feedback loop of spending money to get resources, using the resources to fulfill contracts, which give you more money. Money in this context is blueberries.

Generally for a first play, I try to dip my toes into every mechanic. That said, Woodcraft is the kind of game where there are 5 different things you want to do, but you only have time to focus on 1 or 2 of them. You cannot do everything in Woodcraft, and the winner is probably going to be the person who does their one thing the best. At the end of our first game, one player managed to earn 3 tools, despite the attic having like, 12 spots to hold tools. Perhaps the next time I play, I’ll really try to focus on the attic and see how well it goes.

Woodcraft feels like a solo game. The interaction comes from someone taking contracts or helper cards before you, claiming public objectives before you, and selecting actions on the action wheel. The further back the action is on the wheel, the better the benefits you’ll receive for taking that action. It’s frustrating when the player right before you takes the action you wanted, gets the bonus benefits for it, then moves it up into the segment of the action wheel that doesn’t give you any benefits for playing it. Beyond that, you’re pretty free to run your own game.

I made a critical blunder in the middle of the game that probably cost me 2 whole turns to fix (representing about 15% of my entire game), which put me squarely into last place. As with most of Suchy’s games, the economy is tight. Every blueberry can be used, and taking an inefficient action can cause a terrible bottleneck that you need to dig yourself out from.

There’s a definite puzzle in the game of Woodcraft, that action efficiency challenge has me wanting to go back and get better. It’s not really a game that you can appreciate at a single play. I feel like the more you understand the levers and consequences at play in this game system, the more you’ll be rewarded with those sweet, sweet chestnuts (Points. Chestnuts are points). And that’s really why this is a first impressions post and not a full review. I have thoughts on Woodcraft, conflicted feelings, but I know there’s a lot more depth to plumb. I just don’t know if I’m going to put forth that investment to get good and find the joy in this tight puzzle.

Quilts and Cats of Calico

A Steam key was provided by the Developer, Monster Couch

I’ve already reviewed Calico back in 2021, and if you’ve followed along my Top 100 games list (2024 edition) you might have noticed that Calico sits at slot #14. I LOVE Calico, how difficult the puzzle is, the tension of trying to complete competing objectives, and the juxtaposition of the cozy and cute aesthetic.

Last June I checked out the demo for Quilts & Cats of Calico, the digital implementation of this amazing board game. As of March 5th, the full game was released onto the world, and I’m here to give my review of this digital board game!

I’m not going to spend any time talking about how much I love the core game play of Calico, as you can read the post I linked above for all that good stuff. Instead, I’ll give my impressions on the video game as it stands on its own.

The first mode is simply “Play”, which gives you a normal game of Calico. As expected, you have freedom to choose the number of opponents, their difficulty, which of the cats you want present in the game, or randomize those choices. They even include the Family mode (without goals), and the lower variance mode (only two tiles of each colour and pattern are included in the bag). There’s also a bunch of extra rules that you can explore (such as only being able to play tiles next to tiles of the same colour, play without a hand of tiles, and more)

It’s difficult to gauge the strength of each AI opponent, but after 3 games against the hardest level, I still have yet to lose. Perhaps I’ve been lucky, or, Calico isn’t a deeply strategic game where having a neural network is a huge advantage over a human opponent, but much more tactical. Calico‘s puzzle is more about risk management, and choosing which of the scoring opportunities you’re willing to forfeit. That said, I feel like I’m quite a good Calico player. Which leads me nicely into the weekly challenges

The weekly challenges is a module that gives every player the exact same situation. The same objectives to choose from, the same order of tiles, the same cats, everything. Then, once completed, displays a leaderboard of the players who achieved the highest scores for the week, and encourages you to try and climb that leaderboard!

I’m reminded of the Sagrada app by Direwolf. I fancied myself a very good Sagrada player, until the weekly challenges put me in my place. Only once I managed to break into the top 100 players, after a few months of attempts. Calico‘s leaderboards are the same, where I’m currently scoring between 50% and 30% less than those at the top of the leaderboard. One difference is that the Calico weekly challenges lets you reply the scenario several times to try and get a better score.

There’s even a robust cat creator for you to create your own herd of cats, with numerous accessories, colours, and fluff and face options. I immediately set to creating my childhood cat, Sammich, and after doing so, I really grew to love seeing him pop up as one of the objectives. While it’s not a mode that I’m going to spend a lot of time in, I could see some people having a really great time creating a whole herd of cats.

My very first impressions of The Quilts & Cats of Calico are that this implementation feels overwrought. There’s 3D cats crawling across the board, thin white thread flies and sews in every tile you place on your quilt in a dramatic flourish, and the buttons and cat tokens twinkle and twirl and fly across the screen when they’ve been earned. I’m a lot more used to very bare bones and aesthetically faithful adaptions, such Istanbul, created by Acram Digital, or The Isle of Skye by Twin Sails. These implementations have no little to flourishes, and really try to emulate the table experience on the screen.

The really big draw of The Quilts & Cats of Calico for me, was the story mode. The story sets you down in the city of Tomkitty, with the military stationed outside. Your father has mysteriously disappeared, and you’ve set out to find your aunt, who will help you start your journey to become the next greatest seamstress. The world seemed to be a lot more keen on quilts and their magical properties to attract cats than in real life.

The story is a lot more dramatic than I expected, but ultimately, forgettable. The Factory has developed a machine called the Iron Loom that can pump out quilts by the minute, but they lack the charm to attract cats. There’s a military encampment outside the town gates for some reason, and you’re roaming from quirky character to quirky character to patch their quilts and scarves because your quiltmanship attracts the magical cats. The dialogue plays the part straight, it’s not self-aware or trying to be funny in the slightest: “The General has heard about you, and need to see you immediately.” “Make a new standard for the army of Tomkitty. Not just any standard – we want it to attract extraordinary cats. Are you up to it?”, then, “With the cats’ help, we can surely destroy the southern units… or….”. I struggled to tell my partner about the plot when she asked me about it.

So much drama!

The first scenarios scaffold you into thinking about the puzzle of Calico. You’ll do a mission where your only goal is to earn 3 cat tokens, then do a mission where you need to earn a few buttons, then a mission to get a rainbow button. And these are puzzles, you’ll often be given only the bare minimum tiles needed to complete an objective. As you get further into the story, special rules are introduced. Get a cat token while only placing same colours next to each other, that sort of thing. The whole exercise reminds me of those chess puzzles where you’re given a board state and told to mate in 2.

Nonsensical story aside, the story mode is a nice diversion. Each of the puzzles had you try to do something different, and sometimes it was a bit of a challenge trying to figure out exactly the way the pieces were supposed to fit in together. I particularly enjoyed the ones where it was required to place a tile next to another one where the colour or pattern matched. Those puzzles required the tiles to go down in a specific order, and were the most satisfying when I finished the puzzles. It was a nice diversion, and a good way to think about the puzzle of Calico, even if it’s not exactly making you a better player by showing you all the tiles and the order in which they’re coming out. But without that feature, the puzzles would be nigh impossible.

For aficionados of whimsical experiences, Quilts and Cats of Calico delivers a delightful adaptation. The serene music washes over players, creating a calming and relaxing atmosphere. The visual flourishes are not only aesthetically pleasing but also satisfying, adding to the cozy ambience. As cats lazily wander the game board, their presence enhances the overall charm. While my name may never grace the leaderboards, I found joy in unravelling the puzzles within the story mode. Meanwhile, my partner eagerly embraced the opportunity to create her own clowder of custom cats. Although this game may not win over new players, nor convert those who previously bounced off the Calico tabletop experience, it remains an excellent homage for those of us who hold it dear.

The Calico Experience

No Thanks

No Thanks

Last week I talked about 6 Nimmt!, which is a great little card game that needs nothing other than to shuffle the cards, deal them out, and play. Following up on that post, I want to talk about No Thanks, which I have been enjoying immensely lately.

No Thanks, designed by Thorsten Gimmler and first published in 2004 is a single deck of 33 cards, numbered from 3 to 35. The game begins by distributing the tokens to each player, burning 9 cards off the deck, then a single card is turned over. The start player has a choice. To either take the card and any chips that may be on the table, or, say “No Thanks”, and place a chip onto the table, passing play to the next player. Round and round it goes until someone takes the card and all the chips.

The game ends when the deck runs out of cards. Players earn points based on the face value of all their cards, then subtract a point for every chip they have in their supply. The catch is if someone has a sequence of numbers (like 25, 26, 26, and 28), only the lowest card in that sequence is scored. The player with the lowest score is the winner.

Image Credit: Mikko Saari (@msaari) via BGG

And that’s all you need to know to play No Thanks. Another game that can go from being in the box to playing in less than 5 minutes, and can support a wide range of players (from 3 to 7). I love games where each players turn is so small. Everyone stays in engaged as they’re constantly making decisions and evaluating the game state.

What separates No Thanks from a game like 6 Nimmt, is that in No Thanks, Everyone has access to the same information. There’s no hands of cards, or hiding how many chips everyone has, or trying to remember who took which card, everything is face up on the table. This makes significant room for goading your friends into making bad decisions. “Come on Otter, take the 33. You already have the 35, once the 34 comes up, you’ll be golden!”

While the excitement in 6 Nimmt is in the reveal of the card everyone chose each round, No Thanks revels in the excitement of the push-your-luck of letting the pot of chips grow and grow as the cards go around and around the table. It’s subtle, but a card that you initially dismissed and tossed a chip in becomes more and more tempting as that pot grows. Not only are the chips worth negative points at the end, they represent a significant amount of power. If you can drain someone of all their chips, suddenly they’ve lost the ability to pass, and you can stick them with a series of terrible cards, driving them into the ground.

Image Credit: Jose Luis Zapata De Santiago (@zapata131) via BGG

Of course, that situation is rare. Thoughtful players won’t allow that situation to happen to them, but it does give No Thanks the feeling of good strategy. When a player wins, it’s not because of blind, dumb luck. It’s because they played well. Whether they made good decisions on which cards to take, or if they just played the other players better, it remains to be seen.

Because a game of No Thanks is so fast, It’s real easy to play over and over again. It’s the kind of game that accompanies good conversation, or just an activity to engage with while you’re spending time with your favourite people. No Thanks is an absolute winner in my book. It’s more approachable than 6 Nimmt, which means it gets played with a wider variety of people. I find that it particularly shines during late nights at the campsite with a big bowl of snacks and some adult beverages as it’s effortless to teach and play. Any game that’s this approachable, and still exciting and fun to play is an easy recommend from me!

6 Nimmt

6 Nimmt

I wonder if every gamer experiences an overcorrection in their hobby life. When I first got really into the board game hobby, I wanted to play the biggest, most complex game. The drier and crunchier the game, the more excited I got. But over time, I found myself pulling back. A game having a 4-hour play time is a significant barrier. When the rule book passes 20 pages, I start to shudder and feel exhausted, before a single deck of cards is even shuffled.

Lately, I’ve been quite keen on really light games. The kinds of games that are basically just a deck of cards. Set up is little more than shuffle the deck and deal them out. The one I want to focus on today is 6 Nimmt! by Wolfgang Kramer, and first published in 1994!

6 Nimmt is a single deck of 104 cards. All the cards have a number of bulls on them, which are the points in the game. The dealer gives each player (up to 10 players) 10 cards each, then places 4 face up onto the table, starting 4 rows. Each round, every player will choose a card from their hand, and reveal it simultaneously. The rest is automatic, the lowest played card moves into position first, and the position it takes depends on what’s in the rows. It will sidle next to the card that it’s closest to, keeping true to the rules that the card must be in ascending order, and it is next to the card that has the lowest difference. If a 33 and a 38 are in two different rows, and 37 would go next to the 33, while anything 39 and over would move in next to the 38.

If someone happens to play a card that’s lower than the last card in every row, they instead take the whole row as their ‘score’, and their played card becomes the new start for that row. If a card is being placed in the row, and it’s the 6th card for that row, the whole row is collapsed for that player’s score, and that 6th card becomes the first card in that new row.

Players play all their cards until all hands are empty, scores are tallied, and once someone has 55 points, the end of the game is triggered. At that point, the player with the lowest score is the winner!

While 6 Nimmt! is remarkable in the fact that it can accommodate between 3 and 10 seamlessly, going too big or too small a player count can turn the game into a mad scramble. Portability is a huge boon for 6 Nimmt! As it’s literally just a deck of cards. No tokens or extra bits anywhere to be found. This portability ensures that you’re prepared for impromptu game nights, even if nine unsuspecting victims appear at your campsite.

6 Nimmt’s rules are so straightforward, it takes almost no time to teach a complete novice. The speed at which you get people playing is perfect for those who don’t play many games, and just want to get into the action quickly. The shorter the teach, the less likely people are going to get distracted by idle conversation when I’m trying to impart the rules.

This was a good day

Both strategy and randomness are present in 6 Nimmt. There’s enough luck to smooth out the playing field a bit, but enough strategic depth to give serious players meat to chew on. What really attracts me to 6 Nimmt is the chaos and excitement that is found in the reveal. When players flop over their card and find they managed to avoid a huge number of points by a narrow margin, the whole table gets excited. The last time we played, the #100 card was on the board, and we all were holding our final cards. One player revealed they had the 104 card, another showed their 103. They both exclaimed, one breathing a sigh of relief, and the other groaning at their bad luck. Then I revealed my 102 card, making all the players erupt with laughter as I took the row of points. It may seem small, but unexpected moments like this create memories.

30 years later, 6 Nimmt! remains a masterpiece. It flawlessly blends simplicity with depth, and accessibility with excitement. It never fails to deliver fun, no matter who happens to play, and it does so with an elegance that’s hard to find in the world of tabletop games. 6 Nimmt! is an absolute joy, I recommend it without reservation. And if you ever find me in a pub, there’s a fairly good chance I’ll have this deck of cards nearby.

El Grande

El Grande

It’s difficult trying to review a game like El Grande. For one, it’s quite revered. Some of the biggest names in board games call it their favourite game. El Grande was released in 1995, and to this day still sits in the Board Game Geek’s top 100 games list.

My problem with El Grande has nothing to do with El Grande. It’s a me problem. I generally don’t like area majority games. I struggle to find the fun in gerrymandering, and generally amassing armies and controlling plots of dirt feels more like a pissing contest than an exciting game.

With that introduction, let’s talk about El Grande specifically. El Grande, designed by Wolfgang Kramer and Richard Ulrich, is a 2 – 5 area majority game, where players are playing as Grande’s in medieval Spain. The King’s influence is sagging, and everyone is in a hurry to grow their influence in each of the regions.

In play, Players have a hand of power cards, numbered from 1 to 13, and each card offering a vanishing number of caballeros that will be brought in from the general supply to your court, ready for deployment. In player order, each player plays one of their cards, ensuring they don’t play the same number as anyone who came before them. Then, whoever played the highest card gets to go first. They select one of the 5 action cards along the bottom of the board. Each of these power cards pull double duty. They both have an action on it, and allow you to place a number of caballeros from your court onto the board. Once each player has taken their action card, the round is over and whoever played the lowest number last round starts the next one. A scoring happens every 3 rounds, and after 3 scorings, the player with the most points, wins!

That’s literally it. It’s such a simple set of rules, it’s so clean and pure as far as games go, that if you do like area majority games, El Grande is this brilliant gem. The perfect distillation of an area majority game. It’s real easy to teach, very quick to get started, and while you’re playing, each turn is really smooth. There’s not much for players to forget and get caught up on. It’s a joy to behold!

All the actions in El Grande have consequence. Everything you place out, anything you move or influence, affects everyone else at the table. Sometimes the consequences of your actions aren’t immediately apparent. Like turning one of the lowest scoring provinces with a measly two caballeros on it into the single highest scoring region, and ultimately, drawing the attention of every other player.

This province started with 2 red cubes, then I made it lucrative.

Every decision feels impactful. The power card you put down determines both the turn order and how many caballeros move from the general supply into your court. The action cards determine both the number of caballeros you can move from your court onto the board, and what action you get to take. The province you’re allowed to place in is restricted by where the king is, but many of the actions allow you to bend that rule. Perhaps you’re tied for majority in a particularly juicy region, one of the actions could allow you to slip an extra caballero into that region, or even better, eject an opposing one back to their court.

The actions give flexibility where the placement restrictions of the game give security. I can see why people like this game, it’s really a marvel to behold! It’s so simple and yet so deep, tense and exciting, interactive and yet approachable. To this day, I haven’t seen anyone suggest there’s been an El Grande ‘killer’. It’s elegant, which is particularly spectacular, especially when modern area-majority games seem to be over-complicated and over-wrought in plastic.

Blood Rage. Photo Credit: Peter Lowe via Board Game Geek

And yet, I didn’t have fun. I won the most recent game we played, mostly by focusing on just getting the most caballeros around the board, got an early lead, and held onto it for dear life while the other players tried to buck me from my precious soil. El Grande feels much more tactical than strategic. The only things that REALLY matter are how your units are situated when the 3 scorings happen, everything else is just posturing for that moment.

I also think that El Grande has a run-away leader problem. Once someone has points, you can’t take them away. Someone getting away in the first scoring may paint a target on their back, but each other player still needs to overcome their lead. Something else that isn’t a problem with El Grande, is that experienced players would/should utterly crush inexperienced players. There’s very little you can do to stymie a well-thought-out move.

Unlike a lot of other area majority games, adjacency largely doesn’t matter. The caballeros enter play next to the king, and the majority of the actions give very free movement (when they give movement). Even moving units out of the Castillo is very free (aside from the taboo area of the King).

I can see the brilliance of El Grande, which really cements the fact that area majority games are just not for me. The tactility of spreading your influence across the board, biding your time to make a clutch move, the exciting reveal of who had the most units in the Castillo, AND where they’re going to provide support, creating a last minute shake-up in who controls which province. It’s easy to get excited about El Grande! It’s a great game, if you enjoy area majority games.

For me, El Grande isn’t fun. I don’t like spreading my influence around and hoping that the others players won’t take away the thing I’ve chosen to chase. I can see why some people love it, but I just do not find this game mechanic fun. I’m bored during the first two rounds Because only the scoring round matters. I’m exhausted when my whole turn is undone by someone putting the same number of callberos into the same province as me. There isn’t anything objectively bad in El Grande, but this game really isn’t for me.

There are other area majority games that I do enjoy, like Inis or Brian Boru, but in those games, area majority is only a part of the gameplay, there are other aspects for me to focus my attention. The other game that comes to mind is Hansa Tetunica, which I adore, but there’s a bit more of an action efficiency and engine building mechanic that I really enjoy, more than controlling specific areas. Also, once you have your cube or disc in a building, the only thing other players can do is place their own resources in the same spot, they can’t kick you out.

Honestly, El Grande hits like a required reading novel. The kind where educated and experienced people tell you that “it’s brilliant” and you can find dozens of essays dissecting every aspect of the book, but when a student reads it, it’s just another book. What’s so great about Animal Farm anyways? It’s just a bunch of pigs putting on clothes?

Do not take my opinion for El Grande. If you find any enjoyment in area majority games, this is THE ONE to play. A colourful new edition was just released that looks fantastic. Please seek out others who enjoy El Grande and enjoy this game. But please don’t invite me to that game night.

Piranesi – Book Review

Spoilers ahead

“Piranesi’s house is no ordinary building: Its rooms are infinite, its corridors endless, its walls are lined with thousands upon thousands of statues. Within the labyrinth of halls, an ocean is imprisoned; waves thunder up staircases, rooms are flooded in an instant. But Piranesi is not afraid; he understands the tides as he understands the pattern of the labyrinth itself. He lives to explore the house.”

This blurb is the perfect way to introduce Piranesi, by Susanna Clarke. From here, a reader needs to know nothing else. The first few pages will tell you all the things above, and detail Piranesi’s lonesome existence. But Piranesi is not lonely, he lives to record and catalogue the halls of his world.

I was told that fans of “The Ocean at the End of the Lane” by Neil Gaimen would love this book. While it’s been a decade since I read that novel, I remembered quite enjoying it, and when my wife gave Piranesi her glowing recommendation, it quickly became my next hold at the local library.

The story of Piranesi is told as journal entries from the titular character. His perspective as an unreliable narrator is perfect. He details what’s interesting to him, the statues and the birds he encounters in the many rooms, and ignores what disinterests him. The House he is in, has no entrance nor exit, and Piranesi has no memory of ever being anywhere else.

Photo by Josh Sorenson on Pexels.com

I loved the character of Piranesi. He was so innocent and earnest. Joyful at discovering even the most minute detail, and eager to help anyone or anything that he thought may be in duress. He meticulously cares for the bones of the people who came before him, he longs to help the writer of an angry letter. He is pure, knows no betrayal, and lacks any semblance of selfishness. He is reverent and pious as a Child of the House. Piranesi earnestly believes that the House will provide, and he tackles is exploration of the house with an infectious zeal that you can’t help but be excited with him.

The House is isolating and perfect. Piranesi gives gratitude to the beauty of the statues. He doesn’t lust or envy, he just accepts who he is. It’s a heartwarming character trait, his innocence and naivety. I love the unreliable narrator writing, as enough clues are dropped that the reader can string together the events long before Piranesi is able to do it himself.

Piranesi was a delight to read. The story starts as a fantasy, a world completely unknown and foreign to us. Slowly, loose strings get pulled at, the fabric of the puzzle begins to fall away, and while still mystical, the framework of reason and logic begin to take hold. The beginning of the book feels like grabbing at smoke, and if you can enjoy the journeys through the mist, eventually the events give the world shape and leave you with a firm, echoing marble chamber. It’s not exactly a confounding puzzle, the clues and signposts are quite obvious from very early on, but Susanna Clarke tells the story so wonderfully, the writing kept me hooked, and my disbelief suspended for much longer than most stories. I was happy to abandon my logic and follow Piranesi through his halls.

Photo by antonio filigno on Pexels.com

I feel like the narrative has a quiet power of leaving the reader with discomfort. The House is a prison, and Piranesi, it’s prisoner. We know this, and yet, when a saviour arrives, I was left with ambiguous feelings. Piranesi didn’t want to leave the House, and for good reasons. The House was his home, it’s all he’s ever known. Sure, he may have the face and body of someone else, but without the memories of the person who went missing so long ago, that person is gone. He’s not going ‘back’, he’s being asked to move forward and leave his home. It should have been an easy end, Piranesi gets to return to the ‘real’ world, but I really loved the way Susanna Clarke approached it. As with nearly everything else in the book, with care and reverence.

Piranesi left me with an ocean in my heart. Strong, powerful, and yet gentle and calming. It both provides for life, and causes tragedy. I feel both melancholy and hope. Its complex feelings, but put simply, Piranesi was a beautiful book, and one I recommend without reserve.

“The beauty of the House is immeasurable; it’s Kindness infinite”