Out In The Fields – The Castles of Burgundy review

CoBCOVER

So it seems that at the moment, golden boy of boardgaming Stefan Feld can do no wrong. We’ve extolled the merits of a few of his games over the last couple of months here on littlemetaldog.com and – surprise surprise – here’s another glowing write up. This time we’re journeying into medieval era France as we take on the tricksy and delightful The Castles of Burgundy, a game that combines a little bit of chance with more options than a high-end car showroom.

From the start, I’ll say that Castles is not for everybody – if you’re the kind of person who complains that Dominion is nothing more than multiplayer solitaire, I’d avoid even picking up the box. What little interaction there is in the game is limited to someone snatching away a tile that you had your eye on before play managed to get around to you. It’s an exercise in brain burning where you’re constantly having to change your plans depending on what kind of things are available for do.

So, how does it work? Despite the multitude of choices, the way the game is played is simple. Each player has a board comprising of thirty seven hexagonal spaces, themselves formed into a large hexagon that represents the land you’re trying to build on. A central board is filled with tiles that are split into six groups and refreshed at the beginning at each of the game’s five phases. By rolling two dice at the beginning of your turn, you’re given the chance to spend whatever you roll and pick up a tile from that area – so, roll a 5 and you get to choose something from the space marked with the same number.

The Central Board where

The Central Board where the options open to you can be dazzling. Goods everywhere, hexagonal tiles that’ll form your own settlement, bonus points… how did he come up with such an intricate game?

Taking one of those tiles doesn’t mean that you get to add it to your board immediately, though. Three spaces are found at the bottom left of your playmat where you must put a tile first – sort of holding it in transit for a while – before it gets to become a part of your settlement. Again, a dice must be used to ‘build’ the tile, as each space is also numbered. You may think this is limiting in the extreme, and you’d be right in thinking that. Thankfully, players have worker tiles that can be spent to add or subtract from whatever you rolled, allowing for a bit of manipulation.

Those tiles come in many different types, each one offering a little boost or way to skew the rules in your favour. Grey tiles represent mines, giving you an extra silverling (the game’s currency) at the start of each phase that you can spend on a selection of more randomly selected tiles found in the centre of the communal board. Yellows are all about bonuses, screwing with the rules and generally boosting your powers. Greens are farm animals and can prove an immense boost as each time you add one of the same type – sheep next to another sheep for example – the points stack.

The Blue tiles add to your rivers, meaning that you take goods from the central board for you to sell; the more you sell of the same type, the higher the points return. Dark Green tiles are the Castles that give the game its name, and these allow an extra play of… well, whatever you like. They’re incredibly powerful and should be used wisely. Finally, the Brown Building tiles offer the widest variety of options as each type gives you a different ability.

Some bestow money or extra workers on you, while others allow for the immediate grab of another tile from the board or the placement of extra ones to your play area. A true master of Castles of Burgundy will be able to put together a truly impressive chain of these, transforming the two standard actions that you normally get in a turn into a parade of hexes being taken from here and added to there, all of which sending that final score into the stratosphere.

One of the Advanced player boards

One of the Advanced player boards. These are filled with randomised set-ups and everyone will have a different one, but there are Starter boards where each player works with the same spaces. Also, see how everything is language independent!

It can feel that pretty much everything gives you points in Castles; selling goods, finishing off areas of land, getting animals… keeping track of everything that’s going on with your board as well as what’s available (and what’s been taken!) from the central area requires a sharp mind and plenty of focus. Managing to do so is a valuable skill, and it’s that skill that will raise you above other players of this game. As with all of Stefan Feld’s creations, Castles is a game that rewards multiple plays and the investment of your time. While you learn and develop your strategies, you’ll also have to cope with the luck of the dice rolls and the random element of what tiles will actually get pulled out at the start of the phases. Adaptability is key – if something isn’t working for you, a change of plan can often be a better choice than sticking desperately to course.

If I were to have any criticism, it’d be the downtime you get with three or four player games. It’s far from a dealbreaker, of course, but I much prefer to break out Castles of Burgundy as a two-player effort. Not only does it mean that you’re almost always engaged, it gets the play time down to a very manageable thirty to forty minutes – ideal if you’re filling time while waiting for others to arrive. That’s not to say that I don’t enjoy playing with more than two though – it’s still an excellent game with three or four around the table, but for a speedy yet deep experience, Castles of Burgundy is hard to beat.

The Castles of Burgundy was originally released in 2011 by Ravensburger / Alea and is designed by Stefan Feld. Between two and four can play with games taking between 30 – 60 minutes.  Copies from Gameslore are a bargainous £24.99, so head on over and grab yourself a truly great game.

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Episode 57 – Crashin’ In

A simple one-on-one this time as I’m joined by Patrick Nickell from Arizona-based publisher Crash Games. As a one-man business, he’s working hard to get good games onto tables all around the world while dealing with the day to day machinations of running his own company. With quality releases such as Rise and The Lost Dutchman already under his belt, we talk about the past, present and future of the company, including his current campaign for Paradise Fallen and the upcoming wonderfulness that is Council of Verona. We also talk about how British people live with only one TV channel, why Spam is such a weird food and why you shouldn’t be afraid to screw things up once in a while.

Links! They are here!

Direct Download of the episode: http://littlemetaldog.podbean.com/mf/web/9p8hw/LMD_Episode57.mp3

Paradise Fallen on Kickstarter: http://www.kickstarter.com/projects/crashgames/paradise-fallen?ref=live

Crash Games’ site: http://crashgamesaz.com/

 

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Space Oddity – Star Trek: Deck Building Game, The Next Generation review

Star Trek COVER

Star Trek is WAY better than Star Wars. Just putting that out there. For me, if it comes down to a fight between what are arguably the two biggest sci-fi franchises out there, I’ll always plump on the side of the Federation over the Force. Of all the various shows, my favourite is undoubtedly The Next Generation – it was first on when I was a young teenager and showed me that there was such a thing as decent space-based television. Whether it was Picard being all badass against the Borg or The Q Continuum screwing about with the laws of space and time, it was great – even the slightly dodgier episodes where they were trying to push A Message.

When I heard the news that Bandai were working on a deck building game based on the property (Star Trek: Deck Building Game: The Next Generation) I have to admit I was a bit reticent. They didn’t exactly cover themselves in glory with the Resident Evil game, though it does have its fans, so while I was interested in how they’d handle Star Trek: TNG, I wasn’t holding out a huge amount of hope.

Thankfully, the game isn’t too bad. It’s not incredible but it’s far from terrible and will certainly keep fans of the series entertained. You could probably best describe it as “functional but a bit clunky”, the kind of game that could’ve done with a little more time to stew in its juices before being released. A little refinement to shear off the roughness would’ve been welcome, but we have what we’re given so let’s get into the meat of it.

The game follows the usual deck building 101 format with a few interesting twists – you start off with a hand of not-so-good cards and are looking to add better ones while removing the dross. Rather than coming with a single ruleset, ST:DBG:TNG (there must be a better acronym than that) there are actually three different ways to play, each one offering a slightly different experience. Exploration is a free-for-all race to score a set amount of points, Borg War is co-operative with all the players facing off against the game, and Klingon Civil War is somewhere between the two with a focus on pairing up with another player. In reality they don’t actually feel that different when you’re playing – after all, they’re all using the same basic engine – but at least Bandai have made an effort in supplying a range of experiences.

So many famous names! Everyone remembers XXXX, don't they?

So many famous names! Everyone remembers Tam Elbrun, don’t they?

It actually works in quite a straightforward manner. Beginning with that slightly crappy deck staffed with a few vaguely competent crew members, you’re “exploring the universe” in a bid to pick up characters from the show. In other words, you use Experience shown on your crew cards to buy from a selection of those available in the middle of the table. These cards are drawn from the Space Deck, a set of cards that are put together at the start of the game that represent the scenario you’re working through. Managing to get more recognisable faces into your deck gives you the chance to use their Diplomacy skills – in turn, these will let you pick up better ships and equipment. If you’ve ever played any deck builder ever, you’ll pick it up in no time at all; everything is really straightforward despite the frankly bobbins rulebook.

And perhaps that’s where the game falls down a little. Seriously, most of the rulebook focuses on setting up the game but fails to really explain how it functions in a clear way. Before you even take to playing you’re going to have to battle with the rules; not exactly what you want when you’re looking for a quick game. Once you’ve got the rules down (and frankly, it’s not that hard to understand) you’ll be grand, but man… those early games really do drag and could well be enough for some people to dismiss ST:DBG:TNG from the start. Frankly, I’d say bin the rulebook entirely and watch the videos that are over on boardgamegeek – it’s a much better way of learning to play. The straightforward nature means that you’re not really getting anything new though… it’s far from an innovative game.

From a production standpoint, again it’s not awful but far from wonderful – the cards are of a decent quality and all information is clearly presented. Unfortunately a lot of the imagery looks a little blurry, which seems to be down to the fact many photos are lifted directly from video of the original show. Others look like they’ve been taken from headshots to promote the programme when it first came out – and Wil Wheaton has never looked so young, forever immortalised in that fetching Starfleet jumpsuit. There’s also a LOT of air in the box when you first crack it open – of course, that’s down to the plans for future expansions, but I don’t think there’s a single gamer out there who’s a fan of the concept of perceived value. Give us a smaller box first, then when you make an expansion give us a bigger one that everything can fit in… doesn’t that make sense?

Bandai have also made the slightly odd decision of using d20s to track damage taken in battles. Sure, they do the job just fine, but I think that tokens would’ve done a better job (and would probably have been a bit cheaper. This may be down to the fact that I’ve knocked the table a few times and it’s annoying when you send the dice flying. I’m as clumsy as the rulebook.

Still, it’s an entertaining wee jaunt, especially for an avowed Star Trek watcher like myself. Where many deck building games care criticised for a lack of theme, this one is positively overflowing with Starships and Birds of Prey all over the place. Again, you may run the risk of people turning their noses up at it – it is Star Trek after all, and some crazy folks aren’t into it – but that’s their loss. If you’re a fan of the series you’ll be willing to forgive its faults. If you’re not, you’ll undoubtedly be a bit pickier, but there are many worse ways of whiling away your gaming hours. Now, who do I talk to about a DS9 expansion?

Star Trek: Deck Building Game: The Next Generation was designed by Alex Bykov and was originally released back in 2011. Published by Bandai, games will normally take you about an hour and play with between two and five. Should you fancy a copy of your own, visit Gameslore today – they’ll get you sorted for £22.49.

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Little Star – Council of Verona preview

Verona LOGO

Regular readers of the site will know that I’m far from adverse to writing about Kickstarter games. However, it’s rare that I’ll put down my opinions on something that hasn’t even had its campaign announced yet. But now there’s something new from Crash Games called Council of Verona and I’m getting a little bit excited. If AEG’s Love Letter was the game that ushered in the Year of the Microgame, I honestly believe that Council of Verona is going to be the release that takes it to the next level.

Cliches aside, Verona is a bloody good game. Between two and four players can get involved in a bid to exercise some level of control between the warring Montague and Capulet families. The story goes that Prince Escalus has grown tired of their quarrels and has formed the titular council. Over the course of each game players will attempt to secretly influence certain characters, with whoever has the most control taking the win.

The whole game is made up of only thirteen cards (split into Montagues, Capulets and Neutrals) and four influence tokens (marked 0,3,4 and 5) in four colours. That is IT. That’s even less than Love Letter, and yet it’s as solid and entertaining a game as its Japanese cousin. Each player is dealt one card at the start of the game, then a draft takes place where you take another card and pass the rest to the left. Once only two cards are left to choose from, the player takes one and the other is discarded, never to be involved.

Now that everyone has their cards, it’s time to get into the meat of the game. The play area consists of two “places” – the Council and the Exiled, and each turn begins with you playing a single card to one of these (Council are laid out portrait style, Exiled cards are placed landscape). Cards will either be Influential or Action, and mastering when and how to play both kinds is vital if you’re to be victorious.

Actions first. These are simple enough – you lay the card down and follow the instructions, but you don’t have to trigger the ability if you don’t want to. Sometimes just adding a character to an area is more than enough, but consider the fact that some allow for the movement of other cards, some switch Influence tokens or let you take a peek at what’s already been placed. They should never be underestimated!

The cards that can be Influenced have two important elements – Influence Spaces and Winning Conditions. The three spaces can be filled with your Influence tokens, but beware! The different cards have a selection of modifiers on them, so you may not have as much sway over the characters as you think. Having power over as many as you can is often a good idea, though don’t spread yourself too thinly; until the final card is played, there are plenty of opportunities for the balance of power to shift and screw over your finely crafted plans.

The concept art for Lord Montague's card. Nice!

The concept art for Lord Montague’s card. Nice!

The various goals that the characters are looking to achieve fit well into the story of Romeo and Juliet, giving Council of Verona just enough theme to make it stand out as not just another microgame. The young lovers will score points if they’re together at the end of play, no matter where they are. The Lords want their own families to dominate the Council, while Mercutio’s desire to ruin both the Montagues and Capulets power is reflected in wanting as many characters banished as possible. Escalus desires peace and balance, so he seeks neutrality on the Council. Of course, not all of these can happen, but you can be sure that multiple Winning Conditions will occur. Just hope that you’ve got the highest combined total of Influence at the end.

Having had a fair few games of Council of Verona now, I’m beginning to see how the various cards can affect each other. Unfortunately there’s no accounting for what your opponents will do, so even if you’ve somehow managed to put together a decent hand of cards during the drafting phase of the game, you’re still going to have to pay attention to who is getting added to the Council, who has been exiled, and what Influence tokens are you think are being secretly placed. Like the Montagues and Capulets that are represented within, you’ll need to plan and plot and manipulate your opposition so that your devious machinations bear fruit… and it’s excellent. You’re constantly trying to out-think and out-bluff everyone else while still covering as many bases as possible. For such a tiny package, it packs a lot of challenge and I honestly can’t wait to see the final version.

Council of Verona was designed by Michael Eskue, plays with between two and four, and Crash Games will be running a Kickstarter very soon. That’s all you need to know. Apart from  the fact that it’s fantastic.

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Connected – LINKEE review

LinkeeBOX

I’m not a massive fan of the party games genre, as you’ve probably worked out if you’re a regular reader / listener. For me, if I’m playing a game at a party it’ll invariably be something ‘normal’ like Ticket to Ride or something else along those lines. Something that won’t scare off people who are teetering on the fence about whether or not they’ll play. If I can convince them to give something like that a try, excellent. Of course, such games aren’t for everyone – even Carcassonne can terrify some folks – so there are still a few party titles in my collection.

The latest one to arrive is LINKEE, a new release that purports to be the world’s first crowdsourced game. It’s trivia based which will immediately make some people flee in fear but really, you shouldn’t be too worried. With a focus on team play rather than individual knowledge, even if you’re weak in certain areas you’re still in with a decent chance with a well balanced team. It also favours those who have the ability to think in a slightly odd manner, so who knows? Even the most awful quizzer could be in with a shot!

The objective is to complete the word L-I-N-K-E-E by collecting question cards with the appropriate letters printed on the back. One person takes control of the game as the question master and all other players split into teams, grabbing one of the pads and pencils that are included per team. Once everyone is settled, the questions begin… but this isn’t your normal quiz blowout.

Each card has four questions on the front which are read out in order by the question master, but in a twist to what you may expect, you don’t actually need to answer these out loud. The aim is actually to spot the link between the four correct responses and a final clue that is given once all four questions have been read. At any time, if you reckon you have the connection between the answers, someone in your team must scribble it down and interrupt everyone else by shouting LINKEE at the top of your voice.

Get it right and you claim the card, another step towards glorious, trivial victory. Fail and you’re out until the next card is pulled – it’s a one shot deal that, perhaps unsurprisingly, leads to some pretty tense moments as you’re getting nearer to getting that sixth card. What is surprising is that I really got into LINKEE – as I said, I’m not really that into party games. I also reckon that trivia games are played out, but for some reason this one kind of worked with me.

Why? A couple of reasons. First up, the fact that I’m a big fan of BBC4 uberquiz Only Connect helps a lot. If you’ve not seen it, all you need to know is that it’s all about linking apparently disparate things, it is ROCK HARD and is one of the best things on telly. LINKEE takes that concept and adds in the extra element of needing to work out answers to questions rather than just presenting facts while also making the potential connections that little bit simpler.

This is the kind of thing you can expect. Any ideas? Answer at the bottom of the review!

This is the kind of thing you can expect. Any ideas? Answer at the bottom of the review!

Another nice touch comes from that crowdsourcing thing. Where most trivia games are developed by a small team who craft their questions in a certain style, LINKEE is random in the best sense of the word. Thanks to questions being submitted by players, the topics are all over the place which means that pretty much everyone will get that moment of “Oh! I know that!” once in a while. It’s really rather sweet and inclusive.

Of course, the downsides of any question based game are based around the questions themselves. If you’re playing with the same people again and again those cards will soon come round once more, so unless your friends have goldfish-esque memories you will run out. It’s far from a massive issue and is easily solved through expansion sets – not that there are any available at the moment, but should the game prove successful I’m sure we’ll be seeing them before too long.

Aside from that, I’ll happily recommend LINKEE if you’re after a nice little game that everyone can get involved in. It’s nicely produced, simple enough for anyone to understand and – as far as I can see – error free (which is very important for a quiz nerd like me). It’s surprising how many small companies make a trivia based game and fail to check for spelling mistakes or factual inaccuracies, but thankfully the team behind this one have put the effort in. Now… any chance of some new question cards?

LINKEE is currently available from the rather fabulous Firebox site and will set you back a rather affordable £19.99. Oh, and the answer to the LINKEE above? Ice Creams!

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