A review copy of The One Hundred Torii was provided by Pencil First Games
As a teenager, I was an unabashed weeb. Growing up in a small town in northern Manitoba, I voraciously consumed as much anime as I could get my hands on, which, in the early to mid 00’s, was not very much. I had the local pharmacy special order me in Shonen Jump every month, I would use school computers to download fan translated episodes of manga and anime, distributing them to two others in my school on the down-low. I loved Japan, I wanted nothing more than to speak the language and travel there. Any time I got to choose a project in school, I’d use it as an excuse to learn more about Japan.
While I’ve not yet completed my dream of travel, and my consumption of anime and manga has waned in my 30’s, anything Japanese themed still always grabs my attention. Given the opportunity to marry my love of board games with my affinity for the theme makes for a very happy game night.
How to Play
Designed by Scott Caputo, art by Vincent Dutrait, and published by Pencil First Games, The One Hundred Torii proclaims that life is a journey, not a destination. In The One Hundred Torii, players are trying to earn the most points by expanding the garden, and walking through as many Torii gates as possible, accruing experiences in the form of monument sightings, and interacting with characters.
The game begins with a central tile depicting all 6 monument types. On your turn you can pay monument tokens to enlist the help of one character, then, you expand the garden by placing a tile adjacent to any tile. Each tile has a road on all 4 edges, meaning other than placing adjacent to an existing tile, there are no placement restrictions.
When you place a tile, you select one of the features on the tile and trace the shortest path to another one of those features already in the garden. If there’s a match, you earn a token depicting that feature. If you cross under any red torii gates, you’ll get additional tokens of that feature, and if you cross under any blue torii gates, you’ll earn any feature of your choosing, other than the one you are scoring.
The goal of the game is to earn the most points, and you do so by collecting these feature tokens. When you have 5, you turn them in and take a big 5 point marker of that feature type. Then, when you take 5 more, you turn those in, and flip the point marker over to the 10 point side.
In addition to collecting features, you also get rewards for interacting with the characters. At the start of each round, you can pay feature tokens to enlist the help of various characters. The Poet sits their bottom down on a tile, blocking one feature, allowing you to potentially really extend what the shortest path you’d create. The Samurai sits outside the garden, and prevents a tile from being placed in that spot. The geisha, allows you to place both of your tiles, but you only get to score the second one you place.
The first time you use a character, you take a 2 point scroll representing your interaction with them. If you enlist their help again, that scroll flips over to the 4 point side. And if you were the first person to use a character 3 times in one game, you get a big 3 point bonus.
Gameplay continues around and around, players enlisting help, expanding the garden, and claiming rewards until the tile deck is empty. Then all players take one more round and the player who has the most points is the winner!
Review
The One Hundred Torii features beautifully illustrated art on the cover, and equally delightful art inside. The characters, the tokens, and the tiles are all colourful and pleasant to look at. The cardboard quality is perfect, not thin and cheap feeling, but also not overwrought. The aesthetic of The One Hundred Torii is quite calming, so I feel that an over-done production would actually pull away from the experience.
The box comes with a guide in how to put it away, which I found surprising considering how small the game box is. Usually these guides are reserved for games like Scythe or Anachrony. After punching everything out and trying to follow the guide to pack everything away, I can see why it was included. There are piles and piles of little cardboard chits that have a propensity to scatter everywhere if the box is slightly tilted in the wrong direction.
The gameplay of The One Hundred Torii is simple; enlist the help of one of the characters, then place a tile, and collect your rewards. At first, getting through just one or two gates will feel like an accomplishment. As the game goes on, your actions can give way to other players being able to make even better turns than you, and vice versa. Alternatively, the most lucrative route will get closed off, and you’ll suddenly feel like you’re falling behind.
As the game wears on, the decision space organically grows and shrinks. Someone will place a tile with a monument that you were hoping to cash in on, in the wrong space, making your path go from 5 gates to just 1. But then, as play continues, the paths between monuments grow longer, and opportunities that didn’t exist a moment ago suddenly present themselves to you. Someone just so happens to cover a tile that perfectly assists you in achieving your goals.
Speaking of goals, the goals in The One Hundred Torii are very attainable, meaning players don’t really need to hyper-focus on a specific monument type. There’s fluidity in the achievements, which offers grace in the tile placement. Yes, sometimes your action will be less efficient than your opponents, and yes, sometimes you were kind of hoping to score 4 Inari Statues, but plans change, and you’ll pivot to collecting 2 arched bridges and a lantern this round instead.
The characters that you can enlist allow you to break the rules in perfect little ways. Just enough to get you out of a tough jam, but not too aggressive in that they’re horribly over-powered. They cost you some of your monument tokens every time you want to enlist one, giving you a delightful little push and pull of benefits and drawbacks. The game encourages you to use the same guest 3 times to maximize the points you’ll earn from those actions, but the benefit of doing so is incredibly small, giving you the freedom to diversify your friend group to fit your needs.
The One Hundred Torii puts genuine effort into educating players as to what each of the tokens and characters represent. From engaging with a Culture Consultant (Lisa Wilcut) to dedicating 5 pages of their 20 page rule book to detail the significance of everything in the game, to the personal letter by artist Vincent Dutrait crediting his inspirations and detailing the efforts he took to ensure the game looked authentic, alive, and exotic, I appreciate the efforts The One Hundred Torii goes through to pay homage and respect to its theme.
Getting back to the gameplay, The One Hundred Torii is a calm game. Yes, there’s some opportunity to stifle your opponent’s plans by placing a tile in the wrong spot, but there’s so many mechanics available to subvert that kind of play, that the game ends up being a calm, peaceful experience. We had a lovely time just sitting back, placing tiles, and collecting monuments representing the memories that come from strolling through the Japanese gardens.
I quite enjoyed The One Hundred Torii, more than I expected to, considering it’s just a tile laying game. This game is more than the sum of its parts, and I’m glad I got the opportunity to play it. The only thing holding me back from playing it more is the substantial number of cardboard tokens that need to be sorted each time I play. Nevertheless, I appreciate The One Hundred Torii for its gorgeous artwork and simple gameplay, and won’t hesitate to introduce anyone who is looking for a chill game to play while enjoying each other’s company.
Sometimes a game calls to me because of its theme. Racing ramshackle pipe ships through space in Galaxy Trucker, hell yeah! Growing a fast food franchise in Food Chain Magnate? Sign me up. Other games, I play in despite of their theme. Taking on the role of rajas and ranis to improve their estates and collect fame and wealth in 16th century India? Uh, I guess so? And that’s exactly where Inka and Markus Brnad takes us in Rajas of the Ganges.
How to Play
In Rajas of the Ganges, players are racing to accumulate the most money and fame points, with the winner being the first player to have those two tracks meet. The fame track moves clockwise around the board, while the money track travels counterclockwise.
There are 4 main locations to place your workers and take actions. The quarry is where you’ll trade in dice to acquire land to slot into your province, that will earn you fame and resources. The market, allows you to earn money based on the resources that are currently in your province. The River sends your boat flowing up river gently, offering a myriad of benefits depending on the space your boat lands on. And lastly, the Palace, where you’ll either get dice, or, gain a benefit depending on the value of the dice you’re giving up.
Each round consists of players placing their workers in one of the open action spots, paying the required resources (usually money or dice), and taking the action. When all players have run out of workers, the board is cleared off, and the start player moves. Rounds continue until someone’s money and fame tokens cross, then players get an equal number of turns, and the game comes to a sudden end.
Review
Rajas of the Ganges by Inka and Markus Brand is a worker placement game with a plethora of chunky, colourful dice. While at first glance it looks like a dice worker placement game, the dice are actually a resource that will dictate how some of your actions trigger. I do like that the pip value of the die isn’t automatically determinative; there’s good uses for both high and low valued die, you just need to be in a position to utilize those dice when they show up on your Kali statue.
The theme of Rajas of the Ganges doesn’t come through particularly strongly. The board is bright and colourful, each player has a Kali statue and the first player token is an elephant. As someone who knows approximately nothing about 16th century India, sure, the theme looks good. But upon even slight inspection, it starts to fall apart. Like, what do the dice represent? Why are they being used to build palaces and resources in your province? It’s fine, I don’t need an extremely well integrated theme in my euro games, but it’s worth mentioning that the theme isn’t going to inspire a history lesson.
We played the basic game, which means our Kali statues could hold 10 dice, and we only had access to 5 workers throughout the game. Each turn in Rajas of the Ganges is quick and snappy. Simply place a worker, do the action, and then the next player takes their turn. And yet, the opportunity for combos exist. Turns like “place a worker, get 3 money, which earns you one boat movement point which gains 3 fame points, which earns my 4th worker” are incredibly satisfying when they do show up. There are a myriad of different ways to use the dice, from spending the big ones to buy land tiles for your province, to using them for specific actions in the palace. Instead of making you feel like your dice are bad, it feels more like you’re just not in the right situation, which is an important distinction.
One of the main draws of Rajas of the Ganges is the mechanism in which the game comes to an end. With the money track and the fame track running opposite to each other, it’s a race to be the first one to have your tokens cross, but how you achieve that is up to you. Whether you chase a dozen buildings for ultimate fame, pull in vast amounts of money, or settle into a combination of both, you’re going to be tempted to build an engine, but in reality, this is a race. It doesn’t matter how far you can push your fame and wealth tokens past each other, the only thing that matters is that they pass. Once someone’s tokens pass, the endgame is triggered. Players sitting between the player who achieved this feat and that start player can place one more worker, then that’s it! To make this even more tense, the money track can fluctuate up and down. More than once I found myself single money away from getting a bonus resource because someone else took the slightly cheaper action spot right before I did. Frustrating, but also, exciting when you manage to do the opposite; collect the perfect amount of coin to trigger your next benefit, catapulting you into the lead.
As I mentioned above, the dice in Rajas of the Ganges are a resource, and a precious one at that. You need dice to do most of the actions in the game. What becomes a challenge is getting more dice into your supply. The palace offers spots to trade a whole worker for a single die, or, trade in one die for two others of a different colour. For some reason, that trade option feels so much stronger, but in any case, you’re still only netting one die. If you find yourself in a situation where you’ve run completely out of dice (because you just bought a province tile that needed 9 pips, which would be a minimum of 2 dice), you’re going to then have to spend 3 or 4 whole actions just acquiring dice while watching your opponents get further and further ahead. And in a tight race game, that can feel absolutely brutal.
It’s kind of amazing how well Rajas of the Ganges scales up at the end of the game. Several rounds go by and one or two players have gotten their fourth worker, then all of a sudden it’s “I earn 7 money and 8 fame points” and you realize that the other players are in striking distance of ending the game. Rajas of the Ganges doesn’t outstay it’s welcome, it takes 15 minutes to learn and an hour to play the basic version. The Navaratnas version introduces a fair bit more control over the bonus resources you can obtain, which I can see lead to some turns dragging as players try to consider all the permutations of their choices, but I was pretty happy with the basic version.
Rajas of the Ganges isn’t the kind of game that takes half a dozen plays before players ‘get it’, which is great, but it also doesn’t offer anything that really makes you want to come back. It’s fast to introduce new players, and it offers substantial strategies and choices right from the get-go, but it’s missing a satisfying hook or spark that makes me want to come back to a game over and over again.
Rajas of the Ganges is an enjoyable game to play. It offers a relaxing and attractive game, and makes you feel clever and special when you manage to chain off a combo and snag a worker a whole round before the other players. The strategies feel variable and powerful, and the extra modules give players even more control, if they feel like they want them. I hate how difficult it is to acquire more dice, considering how many actions require you to have them, but it’s hardly a criticism that should prevent you from playing this game. There are a lot of great mechanisms here, and they’re integrated with each other wonderfully. While Rajas of the Ganges didn’t hit a home run with me, I can absolutely see how some people fall in love with this charming dice game.
Disclosure: A review copy of Gloomhaven: Jaws of the lion was provided by Cephlofair Games
Introduction
If you had asked me my thoughts on Gloomhaven two months ago, I would have pointed you to my post on Bigfoot’s Trash Taste, where I boldly speak about how I find Gloomhaven frustrating and how I didn’t enjoy the dozen times I sat down to play it. So when the opportunity from Cephlofair Games to get a review copy of the smaller follow-up game, Gloomhaven: Jaws of the Lion came up, I was surprised to find myself compelled to revisit the Gloomhaven system.
I recently wrote more in depth about the full sized Gloomhaven, the 21 pound big red box full of mystery, anguish, joy, and frustration. I talked about how a negative first impression soured my opinion of the game for nearly 5 years, only to have it slowly turned around by the digital implementation. So when Jaws of the Lion showed up at my door, I roped a couple of friends (Bear, from my regular weekly game night and his partner, Lynx) into playing with me. Bear has some experience with role-playing games, and his wife, an avid gamer in her own right, enjoys combative games. If there’s a throat nearby, she’s keen to punch it, but neither had played any Gloomhaven before.
With that in mind, over the past month we’ve made our way through the first 5 scenarios for Gloomhaven: Jaws of the Lion. Before I really launch into how our games went, you might be asking yourself: “What exactly is Jaws of the Lion and what makes it different from Gloomhaven?” While Gloomhaven is a massive box with a ~100 scenario campaign, 17 playable characters, more than 30 different monsters, and dozens of map tiles to create wildly different scenarios, Jaws of the Lion is a much smaller box. Containing only 4 playable characters, 16 monster types, and a comparatively straightforward 25 scenario campaign. The goal of Gloomhaven: Jaws of the Lion was to provide an easier way for gamers to get introduced to the Gloomhaven system. The first 5 scenarios are a tutorial that introduces the rules of the game gradually, instead of all the information overload that the full Gloomhaven game is. The setup for each scenario is simplified in Jaws of the Lion, due to the map tiles being replaced with a spiral bound scenario book that features artwork specific to each scenario.
How to Play
Here’s an extremely quick how-to-play. At the start of each round, you’ll play two cards from your hand. The number in the centre of one of the cards will indicate your initiative, that will dictate the turn order. On your turn, you activate the top action of one of your cards, and the bottom action of the other card. Every card for every character is different, and using your abilities to synergize with each other is key to victory. As you gain levels, you’ll have more cards to choose from, but the number of cards you can take into each mission is static, based on your character.
Most missions in Gloomhaven: Jaws of the Lion are comprised of ‘kill everything’, and most actions involve moving and hitting. Each attack has you flip a card from your own attack modifier deck, which you can upgrade and modify as you accomplish tasks and gain levels.
Now, that’s basically it, but there are a ton of rules and nuance in Gloomhaven that are important to understand fully before you can understand the situations well enough to play through a mission well!
Review
Introducing Bear and Lynx to Gloomhaven via Jaws of the Lion was a treat. The tutorial structure introduces the very core mechanics with special, tutorial cards that include helpful text boxes of how to read the icons and apply the effects of the card. The enemies have one static ability, making it easy to plan your approach, and it feels like any group could stumble through this mission and come out the other end unscathed.
The subsequent missions add in all the elements that make up the full Gloomhaven gameplay experience. More cards, burning (or losing) cards after a powerful effect, experience points, gold, elements, modifier decks, monster attack decks, blesses and curses, pushing and pulling, status conditions, losing a card to negate damage, and so on. The training wheels come off and the tutorial launches the player into the full Gloomhaven experience. There are so many things going on in a regular Gloomhaven game that introducing someone to the full experience is quite a challenge. This, step-by-step approach worked wonders. At no point did any of us feel overwhelmed by rules. Each mission stretched our brains like pizza dough until we filled the pan. Gently, working each corner one at a time, careful not to tear our precious brains by roughly forcing too many rules in at one time.
The setting and story is dark and brooding. It starts with a missing husband, and very quickly you stumble into occult rituals and dark sacrifices. Unnatural abominations and living corpses are featured early on. That said, the gameplay is entirely combat; you’re trying to kill your opponents. If violence and malevolence turns you off, the narrative is going to leave a sour taste in your mouth.
I’m not sure what else to say about Gloomhaven: Jaws of the Lion. If you’ve played Gloomhaven, it’s more of the great gameplay that you’ve come to expect, albeit a bit of the extraneous bits trimmed off the edges. If you’re new to the system, the tutorial is an excellent on ramp to the system. Once you’ve learned the whole game, Jaws of the Lion might feel a bit too streamlined for your liking. The four characters synergize extremely well together, and that’s by design. You don’t need to spend significant time and effort crafting each of your characters and decks, so they’ll work together. In the same breath, the missions feel easier than the base game. We’ve come close to losing only once, and that might be a byproduct of the built-in synergies of the 4 classes that come in the box.
At the end of the day, if you’re interested and inexperienced in Gloomhaven, you cannot go wrong with Jaws of the Lion. It’s cheaper to acquire, faster to set up, and guides you into the experience. I can absolutely see people completing the ~20 missions that come in the campaign, then launching themselves into the full game, only to really appreciate the guard rails that Jaws of the Lion has for its players. Those guard rails are helpful for some people, but restricting for others. Treating Jaws of the Lion as an epilogue for a group that actually managed to complete their Gloomhaven campaign may feel a bit unsatisfying. It lacks the long term goals and discovery that I think takes the experience up to the next level.
Mechanics: Deck Building, Narrative Adventure, Pick up and Deliver, Legacy
Introduction
It’s kind of amazing how Legacy games rose and fall over the last decade. What started back in 2011 with Risk Legacy, and rose to provenance in 2015 with Pandemic Legacy: Season 1, there was a time when Legacy games were all the rage, when board game hobbyists were clamouring for more campaigns. Original games like Seafall and Charterstone promised a unique game experience instead of using a ‘tried and true’ existing game as their foundation. Ultimate Werewolf, Machi Koro, and Betrayal at House on the Hill all produced Legacy versions of their popular games.
If you were anything like me, we went from a dearth to a glut of half-finished campaigns. It turns out, committing to play the same game 12 – 24 times is actually quite a tall order. With 4 players, all of whom have different tastes, and new games always on the way, choosing to return to a Legacy game means not playing whatever new, exciting game for another week. And then one of your friends decides to start a board game blog, and is always pushing to play something new, so he can produce new content, and you’re left with boxes of half finished games on your shelf. What scum.
How to Play
Clank! is a deck building game, in which players are delving into a dangerous mine to steal the most valuable artifact they can get their hands on, then escape with their loot. Each player starts the game with a deck of 10 cards, containing some boots for movement, some burgle, that grants some skill, which allows you to buy new cards, and a two stumble cards, which simply produce the titular resource, clank.
As players play cards, acquire new cards, and move deeper into the dungeon, they will inevitably produce clank, which represents the noise you make. After buying cards from the market row to augment and power up your abilities, the new cards that come out may have a symbol that triggers the dragon to attack. When this happens, all the clank that has been produced gets swept up into a bag, then, some cubes are drawn. If your colour comes out, OUCH! It gets placed on your health bar, and should you ever reach 10 damage, you’re out of the game. As you and your fellow thieves manage to ransack the dungeon, the dragon will get angrier, and draw more cubes each time an attack happens. If you die while in the underground, you’re the dragon’s dinner. You don’t get the opportunity to score your points, and no one remembers your name. If you die while in the above ground, hurrah! The local villagers haul your maimed body to the inn, where you can recount your tale of danger. Even better, if you manage to return to the starting spot with an artifact in hand, you earn a bonus 20 points.
Clank!: Legacy – Acquisitions Incorporated takes this gameplay, and adds in some story beats. A narrative set in the Penny Arcade universe, with extra goals and bonus objectives that can help or hinder your party should you manage to complete, or fail to satisfy before the end of each game. As each game progresses, you’ll be tearing up contract cards, placing new location stickers on the board, augmenting cards, and adding bonuses to specific spots on the board. Each game will end with a winner, the player who earned the most points, and a Associate Spotlight, the player who managed to accomplish the objective set by the story at the start of the game.
Review
My experience playing Clank!: Legacy – Acquisitions Incorporated was a bit odd. We bought the game as a group and broke it out during our first Cabin-con. We played 4 games back to back, and I was utterly in love. There was so much discovery, so many things to sticker, branching paths in the narrative, I was deliriously enjoying the experience. The last game of that weekend saw my character at the bottom of the map while everyone else was nearly out, spelling an almost certain doom for me. I choose to accept my fate and push further to get the last story beat, which just so happened to reveal a genie, granting me a massive 20 point relic, and teleporting me out of the danger zone. That was one of the few games I won.
My goal while playing Clank!: Legacy – Acquisitions Incorporated was never to get the highest score. Instead, I always chased down what thought the associate spotlight award was going to be. I would beeline to the spots on the map that would have us reading from the book, I would eschew ‘good’ cards if they didn’t help me fulfill the available contracts. More than once, I sacrificed my game to satisfy my need for discovery.
Each play of Clank!: Legacy – Acquisitions Incorporated took between 2 and 3 hours. Every few turns there’s a new paragraph to be read, stickers to apply, and conditions to update. I loved it, but constantly having to stop, and read, and sticker utterly broke the flow of the game. In the latter half of the campaign, the discovery slowed down. A lot fewer stickers were being placed, only a handful of contracts were available, and the deck of cards left to unlock was gradually getting thinner. Even with the discovery elements waning, each game still managed to introduce new mechanics that would keep the game from getting stale.
After that first day where we played 4 games in a row, it took us a further year and half to finish the next 8 games. Every couple of months we’d break it out, need to re-learn the nuance of the legacy elements. None of us were major fans of the base game of Clank, which Acquisitions Incorporated was based off of, but we knew the gist. We’d often forget how some of the elements that were unlocked in our previous game worked, and we’d often forget the bonuses that we unlocked at our pub, because that board would be way off at the end of the table. Clank!: Legacy – Acquisitions Incorporated is a table hog, spanning the entire breadth of my average sized dining table, and still needing spare chairs for the boxes, books, and sticker sheets. Furthermore, we’d forget the nuance of how the shrines worked, or that we had to draw vault cards at the start of each mission. I suspect this wouldn’t have been a problem if we had less time between each games, but, when your game group priortizes new games over old ones as ours does, there’s only so much you can do. It weirdly felt like learning a new game, every time we sat down to play.
I don’t know if Clank!: Legacy – Acquisitions Incorporated is strictly better than the base game of Clank!. Now that we’re done, none of us feel compelled to keep the giant box that held everything. There’s literally a 0% chance one of us will want to play a ‘normal’ game of Clank! on that legacy board. At least with the base game (or one of the sequels that offer a spin on the main layout) I’d feel compelled to play with people who are new to the deck building genre of board games. Clank!: Legacy – Acquisitions Incorporated is a behemoth on the shelf, taking up too much space, and now that we’ve finished the story, there’s a dozen little rules that’d I’d have to teach that when introduced over time, aren’t too onerous, but when thrown in all at once, can be a bit overwhelming.
Luck and balance aren’t things that I want to harp on, as with every deck builder, there is some element of luck. Pulling enough boots at a critical moment, or getting just the right amount of skill points, allowing you to get a powerful card at the perfect time, isn’t something that can really be balanced for. The deck of cards that makes up the offer is thick. There are few duplicates in the deck, making the offer feel different every time. That said, it really sucks when someone manages to score an excellent combo of cards, letting them pull off amazing turns, whilst your turn is “move two spaces, get 3 skill points, produce one clank. Oh look, all the cards cost 4 or more, so I guess I’ll take another explore card.”
The narrative of Clank!: Legacy – Acquisitions Incorporated is funny. My friend, Bear did a fantastic job as the role of the narrator. Perfectly assuming the accents of various rogues and rapscallions. Even with humourous writing and a great narrator, the story didn’t really grip us. One disconnect I had, was that we were all members of the same crew, the titular Acquisitions Incorporated, but at no point is this a cooperative game. Several times the story nudged us in the direction of collaboration, such as not letting the opposing crew, the Dran Enterprises steal our clients, but there wasn’t any real push to collaborate, other than for the joy of the story. As a group of mechanically driven people, it wasn’t enough for us. For each of us, our goal was to win the game, and/or, get the highest score possible. Collaborating would generally be in direct conflict of that goal. More than once I was fusturated by the fact that the next story objective was way at the bottom of the map, so I had to choose between going after that story, or, escaping from the depths before the dragon took a chunk out of my hide. And, as soon as I commit to delving deep, someone would snag a relic, and players would start cycling the offer row, trying to trigger the dragon more and more, punishing me for my choice. It’s a great mechanic in the base game, but when Clank! Leagcy is trying to tell a story, it feels like it’s trying to play two tunes at the same time.
I’ve heard of a few people report that playing Clank!: Legacy – Acquisitions Incorporated was one of their absolute best board game experiences. And some who report that they basically played the game cooperatively, The whole table would work together so they could discover the absolute most that the game had to offer. Honestly, before embarking on this legacy game, I wasn’t a very big fan of Clank! in general. And as far as legacy games go, Clank!: Legacy – Acquisitions Incorporated had everything I want in a legacy game experience; a doublesided map to explore, tonnes of story, stickers, destroying cards, bringing new cards into the system, surprise twists, you name it. But the biggest detractor I felt is that we had to play Clank! 13 times, and had no clear indication what we were supposed to be doing. How you actually win the campaign wasn’t revealed until the entire campaign was over. I was always chasing the Associate Spotlight award, but, that was a self imposed goal. I had no idea what reward that would net me in the end. And honestly, that’s something that’s always really irked me and my game group. We like to know all the rules before we start playing, so, when we open a rulebook and see huge blank spaces to be filled in with new rules as we progress, it’s not something we actually enjoy.
One of our players admitted they weren’t having fun and bowed out halfway through the campaign, so Clank!: Legacy – Acquisitions Incorporated became the game that we played when that player wasn’t available for our regular game night. It took a year and half, but we actually finished it, which is more than I can say for almost every other Legacy game I’ve attempted. I’m happy that we completed the campaign, the experience was good, but I can’t say that it left me particularily satisfied. It’s not something that I would recommend to everyone. If you enjoy Clank!, this is a no brainer. It’s more of what you like, and an obligation to play it more frequently. But if you don’t have any strong feelings for Clank!, or, if you actively dislike it, Clank!: Legacy – Acquisitions Incorporated is not going to change your mind.
It might seem weird to talk about an expansion from 2008 that’s been woefully out of print for longer than I’ve even been into board games, and has a revamped and updated second edition currently available for sale. But I don’t have that second edition, I have the first edition, and I want an excuse to talk about Galaxy Trucker some more
For those uninitiated, Galaxy Trucker, designed by Vlaada Chvatil and published by Czech Games Edition in 2007 is a game in which players are tasked with building a ship in real time. Frantically flipping tiles from the centre of the board and choosing to weld them into a cohesive spaceship, then running that ramshackle boat through a gauntlet of peril, illicits so much joy in my heart. I’ve covered the base game in depth here, and it currently sits as my second favourite game of all time.
The Big Expansion is one of the few expansions that I would call necessary for anyone who’s played a fair amount of Galaxy Trucker. A lot of its additions make the game a bit more punishing, which, after you’ve played the base game half a dozen or more times, feels necessary.
Not to brag, but I have 19 plays of Galaxy Trucker under my belt, making me a veritable veteran. I’ve also played the campaign mode in the app a few times through, meaning my grasp of ship building is not to be underestimated.
My challenge, when playing with new players, is that I have a pretty good idea how to build a ship without any major deficiencies. While I haven’t memorized every tile and card in the game and know exactly how many guns a level 2 ship should have, I’m pretty good at not placing redundant components on my ship. My size lasers are two spaces apart to cover 6 squares, my shields don’t cover the same sides, I don’t have two of the same life support modules on my ship. I can intuit what parts I need for my ship fairly well, and that experience puts me two large steps ahead of my friends, who only have half a dozen plays under their belt.
And, here’s the major problem. When you play it well, Galaxy Trucker is kind of boring. If you make it through all 3 runs unscathed, well… that’s just not very exciting. I suspect the Vlaada Chvatil had similar feelings, because everything in this expansion adds complexity and difficulty. It’s like a saw-blade. In the hands of an experienced person, an excellent tool. In the hands of a child? Well, someone’s going to be upset my this metaphor…
What Does This Expansion Add?
Galaxy Trucker: The Big Expansion adds several modules.
Pieces to allow for a 5th player
New ship blueprints for the first and second adventures
A Rough Roads module, which introduces a new rule for all players
Promo adventure cards, changing up the adventures
Evil Machinations, all players get to insert a potentially devastating card into the adventure deck
New ship classes
Cyan Aliens, who offer unique benefits depending on the specialist you’ve chosen
10 new ship components, all of which add-in some major benefits, but can also have devastating drawbacks.
The new ships are brilliant for those who are experienced with the base game. The level 1 ship can be rotated in any direction, but engines still must fire backwards. These ships can also be hit on every dice roll, no longer can you rely on rolling an 11 and having that large asteroid narrowly miss your crew quarters.
The level 2 ship is actually 2 smaller ships that you need to fly in tandem. They offer many challenges, such as needing to staff and power the two halves of your ship separately, and your flight speed is set to the lower of the two ships. They have a few benefits however, like adding the firepower from both ships together, and more outside edge pieces to place guns.
Neither of these two new ships are ‘insurable’, meaning if you choose to partake in these new designs, you’re putting your wallet at stake. There is no limit to the amount of losses you need to play should your ship crumble under the weight of the galaxy. Luckily for me, playing Galaxy Trucker is never about the money.
Returning to my sentiment about surviving unscathed and how boring it is, the Rough Roads module seeks to ruin your day. A number of the Rough Roads cards are revealed before building your ship, so you can, hopefully, plan around these new rules. They can include things like, explosive batteries, if you lose a battery component, the 8 surrounding components are also lost, or, space junk, in which every piece that falls off a ship becomes a large meteor for every player behind them.
The Rough Roads’ module turns up the difficulty and chaos to its maximum value. I’ve found these cards combined with the new ships are a great way to handicap experienced players. Not all players need to adhere to these new rules, but you can decide as a group. Generally, Bigfoot and I take on the massive challenges, while Otter opts for the safe and easy routes. Again, for me, score doesn’t matter, I don’t care about balance in Galaxy Trucker. I’m here to chew bubble gum and watch ships get blow’d up. And I’m all out of bubble gum.
Who is this Expansion For?
I can definitively say that this expansion is for those who absolutely love the chaos of Galaxy Trucker, and just want more. They want harder missions, tougher ships, and unforgiving twists around every space bend. The Big Expansion (and by extension, the Keep on Trucking expansion for the second edition) breathes life and flavour into a fun and fantastic system.
That said, it also adds complexity. It turns Galaxy Trucker from a game that I can teach to anyone quickly, into a game with well over a dozen different components. The back of the expansion rule book includes a summary of all the new pieces, which I always make a point of putting near the new players, so they can quickly reference what these pieces actually do. Inevitably, they just ignore the new pieces, casting them aside because they’re too complex. It’s a lot of computations their brain can’t handle during the stress of a real time phase.
The tiles are a pain to separate out, meaning this expansion will probably live forever folded into your base game. It’s great for experienced truckers, but fresh meat need not apply.
I love the modularity of the difficulty. I enjoy the trade-offs a lot of the new pieces introduce. The new ships are wild and frenetic, and I absolutely adore everything The Big Expansion adds to Galaxy Trucker. I recognize that the base game was incredibly divisive, people either love it or hate it. If you hate Galaxy Trucker because it’s random, too chaotic, has a ‘pummel the loser’ problem, and feel dispirited when your ship falls apart, this expansion does absolutely nothing to ease those qualms. But if you’re on the ‘love it’ side of that dichotomy, The Big Expansion just gives you more to love. It’s a must-have for Galaxy Trucker fans, and I’m so glad they brought it back for Galaxy Trucker’s second edition.
I don’t play many video games to completion any more, or rather, the games I tend to play don’t have a proper ending. Slay the Spire, Enter the Gungeon, Rocket League, and Shotgun King are all examples of the games that I default to playing when I’m tired, or don’t feel like I can commit the time to really get into a video game. Generally I’m procrastinating writing a board game review, or I’m waiting for my toddler to wake up, so she can destroy the house I just spent the last hour cleaning. Situations where I don’t want to spend the time and effort to launch into a campaign, only to be forced to shut it down in a hurry.
The Fire Emblem series has always been broken into manageable chunks, with a chapter encompassing a bit of story, a single battle, some more story, and then some army management before repeating for the next chapger. It was easy to budget my time accordingly. Knowing what to expect in terms of session length encouraged me to launch the game more frequently than some of the other games that are still sitting half finished in my queue. Borderlands 3, Dragon Quest XI, and Ni No Kuni 2 are all games that I started that I don’t play because I feel like I don’t have enough time to really sit down and enjoy them.
What is a Fire Emblem?
Fire Emblem is a tactical RPG franchise developed by Intelligent Systems. The Franchise is known for it’s grid based tactical combat, hosting a large cast of colourful and varied characters, and featuring perma-death of said characters. Generally being set in a magical, medieval world, complete with kings, knights, mages, and dragons, the story usually revolves around a certain blue haired lord fighting back against an invading army.
The Titular object, the Fire Emblem, is different in each game. In the Sacred Stones, it was a magical gem, in Path of Radiance, it was a medallion, in Fates, it was a chainsaw sword. It fills whatever role the plot requires it to be.
Fire Emblem: Engage tells the story of Alear, the Divine Dragon, who has awoken from their 1,000 year slumber, only to be thrust into a conflict that could result in the destruction of not only Elyos, but of all worlds in the universe. To combat this ancient evil she embarks on a quest to collect all the Emblem Rings, because only with their power united, does our heroes stand a chance against the darkness.
My History with the Series
I’ve been a fan of the Fire Emblem series since I was 15 years old, when Fire Emblem: The Sacred Stones made its way into my Game Boy Advance. It kicked off a decades long love for the tactical RPG genre of games, and taught me what a ROM was, and how to patch fan translations simply to access the 6 games that never made it over to North America. The turn based combat of units moving around a grid, all of their stats boiled down to a damage value and a hit chance. I’ve had my bacon saved more than once with a 5% critical hit chance pulling through, and I’ve had whole battles thrown down the drain at the very end becuase I got a hit when there was a 70% chance to miss. Luck swings both ways I suppose.
Etie has a 100% chance to do 64 damage, with a 5% chance to land a critical, which triples the damage of that attack
One of my favourite features of the Fire Emblem series has always been the relationships the characters can develop with each other. As characters fight alongside each other, they gain ‘support’ and can have support conversations with each other, developing each character’s backstory. I remember laying on my living room floor, pairing sets of characters, and just grinding out skirmish after skirmish, trying to unlock each of the character’s support conversations. It was a long process, but in the end I was successful. Then I discovered the internet, and I no longer had the need to grind out support conversations for myself.
I’ve played the majority of the Fire Emblem games that have been released in English, but I am by no means an expert, I generally play on the normal difficulty with the perma-death turned on, I loved Blazing Blade, Sacred Stones, Path of Radiance, and Awakening. I liked Shadow Dragon, was luke-warm on Fates and Three Houses (too much army management downtime, the dating-sim aspect was too prevelent for my liking), and was actually angry at Radiant Dawn, just due to how bad the support conversations felt.
In Fire Emblem: Engage, the support conversations themselves aren’t that engaging, no one is going to pull these quotes and create inspirational wallpapers with them. But they’re great little vignettes that give colour and personality to the characters that you bond with. It’s kind of amazing how attached you can get to a character, after they’ve pulled through impossible situations for you, and bared their heart to the other characters. It’s that level of attachment that makes the perma-death mechanic so impactful. It physically hurts me when I make a mistake, and Jill, my wyvern knight, takes an arrow to the heart and falls. I restart my game every time, determined to make it to the end without losing a single character.
Weaponized Nostalgia
The gameplay keeps to traditions by including the tried and true weapon triangle, but turns it on it’s ear by including a ‘break’ mecahnic. If you smash into a sword user with a lance, you’ll ‘break’ them, rendering them unable to counter attack. This tweak really helps get the weaker, or less defensively capable units into the battle, as they can slip in, deal some damage without getting one-shotted by the opponent.
The new gameplay hook in Fire Emblem: Engage comes in the form of Emblem Rings. Artifacts that allow the wearer to engage with a spirit in the form of heroes from prior Fire Emblem games, such as Ike from Path of Radiance, or Byleth from Three Houses. Doing so can grant a myriad of benefits, such as new special attacks, enhanced stats, special legendary weapons, and more. Spending more time engaged also grants the unit special skills, and new weapon proficiencies, which in turn allows the unit to change into more classes.
By including a main character from every main line Fire Emblem game, I found myself with an overwhelming affinity towards some of the spirits. I was eagerly anticipating the arrival of some of my favourite characters, such and Lyn and Ike. Further to just their presence in the game, each emblem has their own paralogue, which recreates a pivotal moment from their game. For Lucina, it recreates the battle in Arena Ferox, where she first fought her father, Chrome. For Ike, you relive the chapter from Path of Radiance where Ike is cornered in a fortress with enemies flowing in from all sides. Each time I approached a paralogue, I felt a surge of nostalgia, and a strong urge to replay those older games. Having these nostalgic hooks in me kept me engaged, thirsting to play more. I couldn’t wait to find the next emblem, or tackle the next chapter, which is good, because one thing that didn’t keep be engaged, was the story.
Scantily Clad Children
Look, I’m not expecting artistic prose, or dialogue that makes me weep from a Fire Emblem game, but I couldn’t help but roll my eyes at the overly dramatic, anime-esqe, trope filled plot line. From multiple characters striken with convenient amnesia, characters being raised from the dead multiple times, and a dash of time travel left me rolling my eyes more than once. Some of the support conversations, which used to be my favourite part of a Fire Emblem game, left be sighing. I got annoyed when Etie’s entire personality was just “Work out, get buff”, and that same sentiment was repeated with every support partner she had.
It’s not as bad as Fire Emblem: Radiant Dawn, but it’s nowhere near almost any other game since 2004, where the characters felt more real and fleshed out, less one dimensional. They formed different relationships with different characters that made reading all the different support conversations fun. In Fire Emblem: Engage, it feels like each character has one trait, and they just repeat that same trait in every support conversation. It wasn’t enough to drive me away from the game, but I wasn’t compelled to seek out more support conversations than what happened organically.
A much harsher criticism that I have has to do with the character costumes that I simply found problematic. Never have I ever been more aware of the scantily clad children, running into battle with midriffs and cleavage bare. Heaven forbid characters protect their organs or eschew constant fan service. I know this isn’t new, I’m sure I could find a busty, nearly bare chested character in every game, and my distaste for problematic costumes likely stems from the fact that since becoming a father, I’m much more aware of how women are portrayed in media. But man did it feel front and centre in Fire Emblem: Engage. Between Ivy and Zelestia’s chests, and the bare tummy and spandex shors of the Sage class, I felt awkward playing this in front of my wife and kid.
Lady, there is a war going on! Put on some pants!
Final Thoughts
What Fire Emblem: Engage does well, is gameplay. I had FUN playing this game! There’s freedom to grow your army however you want it. Jade comes to you as a knight, but with just a couple skirmishes with the right emblem attached, you can turn her into an archer. Or a Pegasus knight. You can mix and match emblem skills with class skills, and unique character powers to customize exactly how you want to fight each battle. Do you want defensive Framme to one-shot the boss? Have at it! Feel like turning the heavily armoured Diamont into a mage? Not recommended, but fill your boots! I never felt stuck or like my team was missing something, because I could so easily use any character I wanted to fill any role that needed filling. Turning the Thief Yunaka into a nimble Wolf Knight that no one could hit felt way better than I expected it to.
There’s a lot in Fire Emblem: Engage that I didn’t explore. I barely crafted weapons, I hardly cooked, or donated resources. I didn’t battle in a single skirmish, and I have over a dozen relay tickets that I didn’t touch. There’s a lot more game to explore here if you’re so inclined, and if you don’t want to engage with those systems, you don’t have to, which I love. One of my biggest problems in Fire Emblem: Three Houses was the full hour it took between every combat to run around and collect all the little items, talk to every character, play all the mini-games, over and over and over again. I like they dialed back the dating-sim elements here, and made it, so I could be competitive in a normal game while not sinking excess time in army management simulation.
There’s a very good chance that I’m going to replay Fire Emblem: Engage, which is probably the highest praise I could give it, given how limited my video game time is these days. I want to use another 12 characters that I immediately benched in my previous playthrough to see how different the game feels. Considering how popular Alcrest and Hortensia are, I should probably let them play at least a few battles.