Great Heartland Hauling Co. – Next Stop: Profit!

Great Heartland Hauling Co. – Next Stop: Profit!

  • Number of Plays: 12
  • Game Length: 30 minutes
  • Mechanics: Pick up and Deliver, Hand Management
  • Release Year: 2013
  • Designer: Jason Kotarski
  • Artist: Brian Buckley, Christopher Kirkman

Preface

Great Heartland Hauling Co., designed by Jason Kotarski and published by Dice Hate Me Games, is a clever little game packed into a small box. The rules for Great Heartland Hauling Co. can be distilled to a single card, making it perfect for teaching people who only have a cursory interest in board games.

No room for bananas here!

Great Heartland Hauling Co. uses the theme of truckers rushing up and down the American interstate, picking up goods and dropping them off at the next town over for a huge profit. While spending hours driving in one direction may be the bulk of a haulers job, it’s difficult to make an invigorating game about rolling your truck on a straight road through the flat prairies. Luckily Great Heartland Hauling Co. doesn’t focus on the dozen brain melting hours in-between stops, and focuses on the excitement of buying and selling goods, and pushing your luck that the correct waybills will appear just when you need them.

How to Play

This land is ripe for truckers

In the beginning, the landscape must be created. The distribution centre location is laid down in the centre of the table, where all trucks are born. Surrounding the distribution centre are location cards, each one loaded with 5 cubes representing the type of good that can be procured from that location. Everyone gets a hand of 5 cards, and the player with the best moustache or longest hair gets to go first.

In Great Heartland Hauling Co. there are two different types of cards: waybills and gas cards. You use any number of gas cards to move from one location card to another (max movement is 3). When your truck ends its move in a city, you may discard waybill cards to either load or unload goods at that location. Once you’ve moved and loaded, you refill your hand to 5 cards and your turn is over. It’s important to mention that two trucks cannot exist in the same city at the same time, for long haul truckers are territorial creatures and are likely to shank each other in the gas station shower.

It’s not recommended to have a wide variety of goods

If you find yourself beginning a turn without any gas cards, you can spend money to move instead; $1 for each space you want to move. Be careful to not rely on this however, as money also represents victory points. It’s also important to note that you may not mix gas cards and money for movement – you must choose one or the other for the turn.

Each location has a pair of goods they are willing to buy from your truck, as well as the advertised amount they are willing to pay you for said goods. Should you arrive with the appropriate goods and necessary waybills, you can unload those goods and collect a tidy profit. The first person to hit the money threshold ($30 in a 4 player game, $40 in a 3 player game, and $50 in a two player game) triggers the end of the game. The rest of your fellow truckers get a final turn, then money is deducted from each trucker for the goods they left to spoil in the back of the truck. The person with the most money is the winner.

Review

Great Heartland Hauling Co.’s small form factor has caused this game to live a life of constantly travelling in my backpack. I’m sure my copy of Great Heartland Hauling Co. has seen more of the British Columbian coast than most of my prairie saddled family! It’s a light game to drop into your pack and simple to pull it out at a coffee shop when you’re in Gibsons and have an hour to kill before the ferry back to Vancouver departs. Also, if you find yourself at a Serious Coffee table with 3 others and 90 minutes to burn between a wedding ceremony and the reception.

Pick-up and deliver is not a mechanic I often feel drawn toward. Games with this mechanism often feel like a race without the feeling of momentum or speed. Great Heartland Hauling Co.’s satisfaction comes from the quick turnaround of picking up goods and being able to deliver them the very next turn. It can be frustrating when you begin your turn with 3 pig cards, spend all 3 waybills to get those 3 pigs onto your truck, then several turns go by without any more pig waybills becoming available, so you’re forced to take those pigs on a countryside tour.

Don’t get caught with leftover goods!

One thing that I really appreciate in games is forcing players to make decisions. In Great Heartland Hauling Co. you are forced to move each turn, which makes you decide if you want to take gas cards or fill your hand with waybills,. Also, because you cannot exist in the same town as someone else, you may find yourselves tripping over one another, squatting in the spot you know they need to go to, forcing them to delay their payday by an entire turn! The various locations also offer different values for the goods they’re demanding. You can choose to ferry all the corn from one city to the next for $2 per ear, but if you haul it clear across the country they’ll pay you $4! It’s double the money, but also wildly increased shipping costs. If a game doesn’t offer you good or interesting decisions, then why am I even involved? Great Heartland Hauling Co. makes me feel involved.

As I alluded to before, Great Heartland Hauling Co. is a simple game to teach and play. Because of it’s small size and easy to learn nature, I’m constantly introducing this game to new players, and even using it to showcase that board games are more than just Monopoly and Connect Four. Because I’m always introducing this to new players, I haven’t explored the “Inspansion” content that includes player powers and special effects. I look forward to one day exploring the game further, but for now, I really enjoy the simplicity of play offered by Great Heartland Hauling Co.

One of the ways that I have changed things up a bit is by changing the shape of the board, utilizing one of the suggested map layouts. Unfortunately, this made Great Heartland Hauling Co. feel more like a dreary slog in a hot cabin with no air conditioning. While the idea of having a different board layout is exciting, the shape we chose had two long corridors running nearly parallel with only one space where you could move between columns. This ended up dragging the game out extensively. We spent more money to move further as there were less alternative towns to visit when the particular space that we needed to go to was occupied by another player. One time the economy was so choked due to us spending so much on gas and the highest paying customers being so far away from the goods they wanted, that we were ending up with a net profit of $1 per good delivered. This experience really highlighted the limitations of the game and how modifying the route structure makes it a significantly less fun game.

I know that sounds incredibly critical, and it is, but here is where I come to grips with my opinion on Great Heartland Hauling Co. It’s a light, easy to teach game that is perfect for introducing people to the hobby. Having said that, it’s too light for my regular game group gatherings, so we naturally pass it over in favour of something more complex. Great Heartland Hauling Co. is a great game and it certainly won’t be leaving my backpack any time soon, but it’s rarely on the list of games that I’m desperate to play again.

Try as I might, I cannot fit my lunch in this box.

Takenoko – Get Your Damn Dirty Paws Off My Bamboo!

Takenoko – Get Your Damn Dirty Paws Off My Bamboo!

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

Introduction – How I found Yin and Yang

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

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

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

How to Play (First Edition)

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

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

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

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

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

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

Final Thoughts

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

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

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

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

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

The Panda destroys what the Gardener grows

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

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

Lesson of the day, never store Takenoko on its side

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

Qwirkle

Qwirkle

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

Qwirkle! Travel-sized for your convenience!

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

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

A game of Qwirkle starts out simply enough

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

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

The play area quickly sprawls out

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

This placement is a no-no

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

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

Paperback Adventures – Slay the Novel

Paperback Adventures – Slay the Novel

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

Introduction – I am not a Solo Gamer by Choice

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

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

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

Adventuring Basics

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

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

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

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

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

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

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

Review – How this game made me feel

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

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

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

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

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

Final Thoughts

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

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

Paperback Adventures is coming to Kickstarter May 18th

Journal #3 – Bullet♥︎ – Boss Rush

Journal #3 – Bullet♥︎ – Boss Rush

Bullet♥︎ exploded into into my life from seemingly nowhere and consumed my soul for nearly 3 weeks. I was drawn in by the promise of fast paced shoot-em-up (SHMUP) action and a gorgeous anime aesthetic. What I got instead was a compelling puzzle game where the player manipulates sliding discs to match patterns while learning how to best use each heroine’s abilities to defeat the multitude of bosses.

Adelheid, one of the eight playable heroines

Bullet♥︎ is a game that offers numerous play modes. You can play the head-to-head mode, which is designed for multiple players to battle to the death; the score attack mode that lets players see how long they can survive when their neighbours aren’t trying to kill them; or you can explore the co-op/solo option, the boss battle mode. Bullet♥︎ is designed so that players learn the head-to-head mode rules first, as that forms the foundation for the rest of the play styles. Bullet♥︎’s head-to-head mode begins with a real-time 3 minute timer dictating when a round ends. During each round players put a certain number of discs (called bullets) into their own bags and start the timer. As soon as the timer starts ticking, they’re free to furiously pull bullets out of their bags, one at a time, and place them on their board (players’ boards are referred to as their ‘sight’) according to the colour and number depicted on the bullet.

Each bullet colour has its own lane, and the number on the disc tells you how many spaces down your board the bullet must be placed, skipping over any spots that already have a bullet occupying them. Players can be as quick or slow as they want when pulling bullets out of their bag, and can spend energy freely to use their heroine’s skills to manipulate the bullets that are already in their sight. The goal is to utilize pattern cards to remove bullets from their board and send them off to an opponent. However, if the timer runs out and they still have bullets remaining in their bag, the bullets must be drawn and placed in the sight with no opportunity to manipulate or clear them. If a bullet ever hits the bottom row of the sight, the player loses 1 hit point, and if they run out of hit points, they’re out of the game.

Three of Mariel’s patterns. Each character has up to 10 different patterns.

At the end of a round, every bullet players have managed to clear from their sights gets put into the bag of the player to their left. As as the rounds proceed, more and more bullets get added to everyone’s bag from the supply. The game continues until there is only one player left standing. While this is supposed to feel like a victory, proving your superiority over your friends, in reality it feels like the winner is just the person who was able to tread water the longest. The head-to-head mode helped me to learn the fundamental rules of Bullet♥︎, but I’ve spend the vast majority of my time with this game in the solo or co-op mode, the boss battle!

The Intensity track adds bullets to every players bag at the start of each round

Every character in Bullet♥︎ has a boss mode that presents you with a wildly different challenge to overcome. The boss battle mode plays very similarly to the head-to-head mode, except all of the bullets coming into your bag are dictated by the current level of the boss, and how far you’ve broken down their shields. As you continue to send bullets and break the boss’ shields, the number of bullets that will get added to your bag each turn usually increases.

In addition to the multitude of bullets that you have to deal with, the boss has a pattern of their own that you must match in the end of the round, or suffer their penalty. In the case of Adelheid, your bullets are turned upside-down, which can make them difficult to use in your patterns. If you happen to break one of Adelheid’s shields while you have face-down bullets, the face-down bullets will automatically hit you.

Adelheid, how could you turn against us? We trusted you!

Each character and boss is wildly asymmetric in nature, to a degree that I didn’t think was possible when I first learned the Bullet♥︎ system. Playing different characters can feel like an entirely different game because the ways they interact with their boards is so diverse. To compound on that, every boss presents you with a fully different challenge, which drastically increases the replayability. Some bosses are a cakewalk to defeat when using a specific character, but feel completely insurmountable when using the other characters. It’s incredibly fun to explore each of the characters and change your strategies depending how they play off each of the bosses.

The boss battle mode does away with the real time aspect. This allows you to slow down and puzzle out exactly how you want to approach each wave of bullets as they enter your sight. I understand why you wouldn’t want to use a timer during this mode, considering the additional cognitive load of running the AI and ensuring that you’re not going to trigger an effect that will deal 4 damage to you in a single move. However, it does remove the action-packed, fasted paced nature the game promised to emulate.

I love Bullet♥︎, and whole-heartedly recommend playing it. I’ll be the first to admit my biases; I love the anime asthetic, I’m an avid gamer (even if SHMUPs aren’t my genre of choice), and I love puzzle games. Bullet♥︎ checks each one of those boxes. The publisher, Level 99 Games, has also released a soundtrack of 3 minute long character themes that you can listen to via Spotify while you play the game, which is a wonderful addition to the experience.

One of the major downsides of me playing Bullet♥︎ 40+ times over the last month is that when I return to in-person gaming and I introduce my friends to this game, I’m sure I’ll wipe the floor with them. There isn’t anything to assist new players against veterans, other than making the veteran use a character they’re unfamiliar with, but who knows if even that will be enough slow me down. I did have some success when introducing this game to a new player by playing 3 co-op rounds of the boss battle mode first, and then moving into the head-to-head battle. This way the other player has SOME familiarity with the system. Still, it’s hard to close the gulf separating our experience levels when I have dozens of plays under my belt.

The entirety of my experience with this game has been via Tabletop Simulator, which also gave me access to Bullet🍊, a 4 character expansion to the game, based off Orange_Juice games (Sora, Flying Red Barrel, SUGURI, and QP Shooting – Dangerous!!). This expansion adds even more asymmetric heroines and bosses to face off against, further expanding the matrix of play options available, and offering even more different ways to interact with this system.

While it does feel weird to recommend a physical product while having never put my own hands on it, the digital implementation allowed me to fall in love with the challenge presented within the box. As soon as this game lands in my FLGS, I know I’ll be picking it up.

3 – That Which Points was a tough nut to crack. Oh my elation when I finally knocked her ass to the curb

All above images of Bullet♥︎ are screenshots of the Tabletop Simulator mod.

Top 100 Games as of 2020 – #90 to #81

Top 100 Games as of 2020 – #90 to #81

Welcome to part two in my Top 100 games series, going through the next 10 games in my list! I’ll be the first to admit that when it comes time to pick a game, the games listed here aren’t necessarily at the forefront of my mind (almost as if there were at least 80 other games ahead of them), but I can tell you that if any of these games get suggested, I am down to play and know that I’ll have a great time doing so.

90 – Colt Express

Colt Express designed by Christophe Raimbault is a hand management, action programming game about being the best thief amongst a colourful cast of scoundrels. In Colt Express everyone plays cards one at a time that represent the actions they will perform and the order they will be performed. Each round is dictated by a round-card that tells all players how many actions can be queued up, and whether those actions are public or secret. If the actions are public, the card is placed face-up, while secret actions are denoted by face-down cards.

Your goal is to accrue the most wealth by scooping it up from the floor, shooting your opponents, and swinging fists in hopes to make people drop their hastily gathered loot. Other actions include shooting at your opponents (or getting shot by stray bullets), leaping up and down the train cars, and controlling the Marshall, who also shoots at anyone who gets too close.

What makes Colt Express fun is the chaos that ensues from needing to pre-plan and program all of your moves for the round, then having something unexpected throw all of your hopes and desires out the damn window. The whole table hoots with laughter they watch characters bumble about the train. You will hold your head in your hands with disbelief as your character moves unexpectedly to an empty train car, then punches the air, tries to pick up loot that isn’t there, and finally shoots their gun at nothing.

You can play Colt Express on Board Game Arena

89 – Broom Service

Broom Service by Andreas Pelikan and Alexander Pfister is a pick up and deliver game about witches delivering potions. In Broom Service, everyone has a handful of cards that dictate the actions that are available to them. Each card has a stronger “Brave” action and a weaker “Cowardly” action. The actions on a card are usually very similar, but the brave action is much stronger.

So why would anyone ever choose the cowardly action? Excellent question reader! At the beginning of a round, each player picks 4 of their 10 cards and that forms their ‘hand’. The first player will play one of their action cards and choose to play either the “Brave” or “Cowardly” action. Then, every other player in turn order will either pass, or play the same action card from their hand and also choose to play the “Brave” or “Cowardly” action. Anyone who chooses the cowardly action can simply perform that weaker action. Any players who chose to be brave need to wait until everyone has had a chance to play or pass. If any subsequent players choose to be brave, then all previous brave players don’t get to do anything for this action!

The tension of desiring to do the brave action, but fearing the following players snatching it away from you is genius. I love the theme of witches trying to deliver their potions around the world, and the art evokes memories of classic fairytale story books.

88 – Seasons

I’ve often tried to sell Seasons to my friends as a light version of Magic: The Gathering. In Seasons you play as sorcerers competing in the legendary tournament of 12 seasons with the winner being crowned archmage of the kingdom of Xidit. The game begins with a draft phase, where you swap hands with your opponent picking a card to keep and passing the rest until you have 9 cards in your hand. You then must separate those 9 cards into 3 stacks of 3. You’ll draw these cards into your hand at the start of each year.

On every turn, the die that correspond with the current season are rolled and each player gets to take one into their play area, gaining the benefits shown on the face. The remaining die progresses the time track forward, perhaps hurtling you into a new season.

I’ll be upfront; while I’ve played this game 16 times, every single play has been on Board Game Arena. The system takes care of all the bookkeeping like tracking your energy intake, your tableau limits, and your crystal counts. I could see how playing this game on the table would be a little onerous, but damn is this game worth playing, and worth playing repeatedly. The art is cute and charming, and players are constantly forced to make decisions on how best to play their cards. Each season has their own set of dice that dictate the types and amount of resources that will be available to players. for example, If the game is currently in the summer season, water energy may be in short supply, but fire will be plentiful. Of course, there are ways to mitigate the luck and restrictions, but they are not without their own penalties.

Seasons is best played with 2 players, and only gets better and better as you and your opponent reply it, learning how best to manipulate the system to amass the most crystals, and claim your crown as Archduke.

87 – Underwater Cities

Underwater Cities by Vladimir Suchy takes players into the depths of the ocean and tasks them with creating the best underwater metropolis possible. Kind of. The theme here has a tendency to melt away as your brain spins, trying to maximize your actions to maximize your productions and end game victory points.

Underwater Cities utilizes a unique worker placement system that uses cards from the players hands. On your turn you can take any of the open colour-coded actions along the edge of the game board. At the same time you play a card from your hand. If the colour of the action and the card match, you can do both actions. If they don’t, you only get to do the action on the board.

This game is an exercise in loss aversion. I’ve found myself delaying taking a critical action simply because I didn’t have a properly coloured card to play along side it and refused to do something that felt inefficient. Underwater Cities also has an excellent arc to its gameplay, with the first few rounds making players feel starved for resources, then growing their engines until suddenly you find yourself placing several costly building on a single turn.

I recall when this game was released a few people compared it to extremely highly rated (by other people) Terraforming Mars. Personally, I don’t see the comparison, Underwater Cities is much more complex (and the better game in my opinion), but the games play significantly differently and don’t evoke the same feelings in players.

Underwater Cities is available to play on Yucata.de

86 – Calico

Calico by Kevin Russ is a tile placement game about matching patterns and colours to satisfy the whims and desires of cats. Each player takes turns placing a tile from their hand, then pulling one from an offer. Each player has their own board with 3 objectives that can be satisfied by patterns, colours, or both. You also get additional points if you can connect three tiles of the same colour you also get a button that’s worth points. Everyone knows kittens love quilts with buttons

Don’t be fooled by Calico’s adorable aesthetic. The actual game contains an intense cerebral workout. You only have two tiles in your hand and 3 in the supply that you can take from to refill your hand after you place one tile. Within these limitations, you’re tasked with trying to place tiles that contain 6 different patterns and 6 different colours in ways that connect like patterns and colours, while also satisfying the objectives on the board which require multiple different sets of colours and patterns. It does not take long before everyone at the table has their head in their hands and the only thing keeping the table from being flipped is the adorable kitten artwork dotting this game.

85 – Automobiles

Automobiles by David Short is one of my favourite racing games (being so far down the list is pretty telling on how I feel about racing games in general (But if you break it down, aren’t all games a race in the end? (No, shut up))).

I’ve written in depth about Automobiles before, so I won’t rehash words I’ve already written. For those who don’t know, Automobiles begins with two trays of cubes. One tray hold white, black, and various shades of grey cubes, representing the various gears of your car, which correspond to spots on the game board. The coloured cubes have special abilities that are set at the beginning of the game when you draw a card for each colour (the game has 4 cards of each colour, offering a wide variety of powers to choose from). From those trays of cubes each player seeds their own bag with a standard set of white and grey cubes, and a chosen selection of coloured cubes. Then they’re off to the races!

There aren’t a lot of bag building games, and theoretically, this could also work as a deck builder; the bag and cubes don’t do anything that cards couldn’t do also. Having the bag of cubes click and clatter as your swish your knuckles around, searching for a cube is satisfying. When you and your opponents are pulling around the final turn and you desperately need a specific cube THAT YOU KNOW YOU HAVE IN THE BAG SOMEWHERE really gets your heart pounding in your chest.

Also, it’s fun to make the vroom noises with your mouth as you move your little car around the track. Automobiles is available to play on Board Game Arena and Yucata.

84 – When I Dream

I love when a party game makes me question if my friends are insane or not. When I Dream by Chris Darsaklis has one player close their eyes and everyone else offer one word clues to try and lead them toward a word as dictated by a card. The guesser gets one guess, then the word card gets moved to either the correct or incorrect pile, then the game presses on with a new word card drawn.

After a couple of minutes the guesser is then asked to recount their dream, trying to name all the elements they can remember. If they’re able to name all the words that were in the ‘correct’ pile, they get a bonus two points.

What makes this game excellent is each of the players also have a role. Some are encouraged to try to get as many words correct as possible, while others are trying to lead the guesser astray. Others yet are trying to achieve a balance between the correct and incorrect cards. The inclusion of asking the guesser to recount their dream is a fun exercise that looks easy until you find yourself in the hot seat and the only word you can remember for the life of you is “spaghetti”.

83 – Evolution

Evolution, designed by Dominic Crapuchettes, Dmitry Knorre and Sergey Machin, is a hand management game about survival of the fittest. In Evolution you are tasked with growing creatures’ populations and body sizes, and assigning traits that will help them not only survive, but thrive.

The gameplay loop begins with a bunch of small herbivores, happily eating from a well stocked feeding hole. As a turn or two passes, the herbivores grow larger and get more efficient at eating. Eventually one creature gets a taste for blood and turns into a carnivore, feasting upon its neighbours. Very quickly defenses are raised; some animals learn to climb, other have defensive herding, and other develop a hard shell.

Evolution Is a brilliant game that has each player double guessing what their neighbours will do. With every creature you control having access to different traits, and some traits working off neighbouring creatures, you can have fun building an impenetrable wall, or you can have fun trying to tear down the other players’ walls. Only the fittest will survive.

82 – Everdell

Everdell is so hot right now. Released in 2018 and with 3 successful Kickstarters funding a myriad of expansions, Everdell has climbed the Boardgamegeek ranking and at the time of writing this, sits as the 31st best board game of all time.

Everdell is a light worker placement tableau building game set in a fantasy forest. As you play your workers and bring cards into your tableau, you’ll slowly start to see an engine form. It’s easy to play, has absolutely gorgeous artwork, and a family friendly andromorphic animal theme. It’s easy enough to play with your family, while maintaining enough complexity to keep adults involved. I don’t really want to use the term “gateway game”, but this gorgeous game is a perfect ambassador to show people how beautiful and interesting board games can be.

I’ve enjoyed my plays of this game a lot, and if the opportunity to play it more arose, I have no doubts that Everdell could climb higher in my rankings. As of this moment, it has settled at #82.

81 – Century: Spice Road

It seems for every game that has new and interesting mechanics, another one is just about trading cubes for other cubes to trade into points. Century: Spice Road is in the latter, but does so in a fast and satisfying way. In Century: Spice Road you take action cards into your hand, then play the cards to manipulate your cubes. Some cards will simply gain you more cubes, others will let you trade in specific recipes, while other others will allow you to upgrade some cubes higher along the value chain. The other action you can take is to sell a specific combination of spice cubes to acquire a point card, which are necessary to win the game.

Century: Spice Road does restrict players to only being able to hold 10 cubes at a time, so you feel an ebb and flow of resources as you build your wealth, then drain your coffers to nab a particularly high scoring card. The game often begins with people taking card after card from the row, but soon enough each player should have a small engine they can exploit to increase the number and value of their spice cubes until, finally, one person is labeled “The Spiciest Trader”

The Century series of games have the added benefit of being able to be combined with the other games in the series to enhance each other. I’ve played each of the games in the Century series, and while each one stands on it’s own as a good game, I firmly believe that Century: Spice Road stands taller than the rest.

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