It’s been two weeks
since I’ve written a first impressions piece – I’ve been finding it harder to
get new games to the table and feeling a bit less motivated to do so. As we
play more games we find that one game is like that other game we played 3 weeks
ago and I preferred the other and that makes me more keen to play my old
favourites, rather than trying something new every time. However this weekend
we had a very long gaming session on Sunday afternoon and tried a few more
games than normal.
·
For Sale has been on my list to try
for a long while, but given that it is for 3 players minimum, I’d never got the
opportunity. It’s a card game of two halves – the first being an auction phase
where you bid to buy properties from the central market and the second being
more about hand management and reading the other players as you try and obtain
the best value for the properties in your hand. The game is very simple and can
be quite tactical. The auctions are fast enough not to be frustrating and I
really quite enjoyed this one as a light filler. I doubt we’ll add it to our
collection but I’d like to play it some more.
·
Monopoly
Deal was greeted by our board game group with a chorus of groans, but I
have actually heard some gamers giving Monopoly
Deal some praise, so decided that a quick game was worth my time. The game
is a quick set collection game with a large dose of ‘take that’. You are trying
to be the first player to have 3 complete sets where the sets are the
traditional monopoly property colours eg. both of the dark blue cards – Mayfair
and park Lane. However, standing in your way is not only luck of the draw but
also your opponents who will have birthdays, causing you to give them money or
property, or they might steal cards, switch cards etc. to try and prevent your
victory. This is honestly a perfectly good card game – it’s nothing new or
exciting, but it’s a million times better than its name sake.
·
The Voyages of Marco Polo is a
pretty highly rated for a 2015 release, but as a dice worker placement game I
wondered how different it would be from games like Kingsburg, which we recently replaced in our collection with Alien Frontiers. In Marco Polo you are
trying to travel to different locations on the board to obtain end of game
victory points and also to give yourself bonus actions or additional locations
where you can place your dice. In gaining bonuses you are primarily trying to
achieve more good or money in every turn which can be cashed in for victory points.
It’s a very tight game and definitely a brain burner during your first game,
but it’s not actually complicated, there are just a lot of choices. The Voyages of Marco Polo is a solid
game, but I just don’t think it’s unique enough to join our collection.
·
Tzolk’in: The Mayan Calendar just
looks awesome and unique! Its moving gears are a massive draw that made me want
to buy this game, however there was a realisation that it’s cool board actually
hides a complex worker placement game and therefore it’s taken us quite a while
to get this one to the table. Of course, as with most worker placement games
the object of the game is victory points and there are a few ways these can be
obtained both throughout and at the end of the game – by pleasing the gods, buying
buildings, delivering crystal skulls or building monuments. Corn is the main
currency which must be used to feed your workers after each season (a quarter
of the game) but also as a form of payment to place your workers on the gears.
In any one turn you can either place workers or call them back. When you call
them back you gain the reward from the spot in which they were standing – the longer
you leave them on the board, generally the better the rewards. The first game was pretty hard to get your
head around, each gear has 8-12 spots with different symbology, and although
the core game rules are not hard, there is a lot to remember about which spots
have what function. However, the game is the most unique worker placement we
own and I think it’s definitely worth the investment to become familiar with
the game as the complex decisions are really rewarding. We also found the game
went along at a reasonable pace with 2 players, although this would pretty much
uniformly increase at higher player counts.
·
Quarriors!
is a dice rolling extravaganza. It takes the core elements of a deck building
game and adds dice rolling luck, using some really awesome looking dice. Like most
deck-builders you start with a collection of basic dice which have either low
value or a weak Creature, but throughout the game you will use the money you
roll to purchase higher value dice which might be spells or stronger creatures.
On your turn you roll a hand of dice drawn blind from your bag and can field
and creatures you roll, you must pay using other dice you roll to field the
creature and then the creature can attack other dice on the table belonging to
your opponents. Any left over money can be spent on new dice. You then hope
that none of your opponents are able to field creatures that will kill yours
before your next turn comes around. If you succeed in this you earn points and
can scrap one of your dice, thus improving the quality of the dice in your bag.
I am a huge fan of deck-building because I feel it rewards skill, but also the
luck of the draw can level the playing field. Unfortunately in Quarriors!, the extra added layer of
dice luck really ruined it for me. Maybe my opinion would differ if luck hadn’t
been so mean to me, but sadly Quarriors!
is not for me.
This weekend we have a
couple of friends visiting who I know like board games, but I’m not sure how
deep they’ve been sucked into the hobby. I’m hoping to use them as guinea pigs
for a couple of our new 3+ player games which we’ve been finding it hard to get
to the table. The two in particular I’d like to play are Formula D and Trains and Stations. Check
back next weekend to see what hit the table and read the Yellow Meeple’s first
impressions!
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