Tag Archives: Eurogame

Dreamboat – Keyflower review

Keyflower Cover

It’s like one of those movies where the main character and their best friend (who is of the opposite sex and, of course, insanely attractive to everyone bar the protagonist) finally realise that, after all these years, they actually love each other. It sneaked up on them after years of their other friends telling them that they should get together, that they’d be perfect with each other – and so it was with me and Keyflower. Kind of.

Of course, the relationship between me and this box of cardboard and wood isn’t going to involve luxurious spa weekends and dinner parties, ending up with us spawning beautiful children – that would be weird, much like the whole beginning of this piece. It’s more like Richard Breese’s series of Key games have been around in my gaming world for some time, each one making me laugh (externally) and cry (internally) and think about what I’m doing more than many of the games I own. And it’s all built up into the first kiss in the rain moment that is Keyflower.

This may well be the perfect game, guys. I think I want to spend my life with it.

Right, enough of this rather silly extended metaphor. Keyflower, co-designed by Breese alongside the alarmingly talented Sebastian Bleasdale, is a stunningly wonderful game. I’ve honestly loved all of the Key games that I’ve played previously, but I seriously reckon that this one is as near to perfect a Eurogame that you could ever conceive. Alongside Agricola and Acquire, this is now up there in what I refer to as the Martini Class of games. I’ll play them Anytime, Anyplace, Anywhere. There’s a reference for the kids to hunt down on Wikipedia. Lorraine Chase will be showing up next (no she won’t, that was Campari – Stealth Edit Michael).

Why is it such a winner? Options. So many of them. I’ve played this countless times now and every game has played out in different fashions, despite being a comparatively simple affair. Your aim is to score as many points as possible but with so many different ways in doing so, each time you play will spin out a new story. Oh, and it’s a glorious, devious, nasty bastard of a story at that – just the way I like my games to be.

Beginning with a single hexagonal Home tile laid out before you and a bunch of randomly drawn red, yellow and blue meeples hidden away from view, you’ll be looking to create an efficient little hamlet that will build up over the course of the game, finally exploding (hopefully) into a huge, many-point-scoring beast of a thing in the final round. However, to do that you’ll need to plan from the very start of play, react intelligently to other peoples’ decisions and generally be an equal parts clever and sneaky swine.

fesfgewgw

This is the only Keyflower image I can find on my iPhone. I’d take more photos but I’m far too busy playing the game. DEAL WITH IT.

Once you’re ready to roll, the first of four rounds begins with a decision. The game plays out over the course of four seasons beginning with Spring, but before you get into the meat of things, you must look to the future – or the final round, at least – by checking out some of the tile options that will be made available in the Winter round. The aim of this is to give you something to plan towards as each of them are potentially worth a large amount of points, but remember – the other players will be doing exactly the same too, and if you’ve got a decent knowledge of what the game offers you could well start working out what they’re looking at using in that final round. The interesting twist is that despite the fact you have these tiles in your locker, when that final round comes you don’t actually have to use all of them. In fact, you could choose to put only one into the mix which is totally fine. Just don’t count on getting it…

I’ve kind of jumped the gun a little here, so it’s probably a good idea to wind back and look at the meat of how the game works. At the start of each of the four rounds, a random selection of hexagonal tiles are laid out (dependent on player count). As mentioned previously, players begin with their own sole central tile and a handful of coloured meeples. When your turn comes around, these meeples are used to do one of two things – either get placed ON a tile in order to trigger its action or placed BESIDE a tile to lay claim to it and hopefully add it to your home area at the start of the next round. One thing to consider – once even a single meeple has placed, that tile is locked to that colour for the rest of the round, so intelligent placement of one of your guys can truly mess someone up who’s been hoarding a different colour.

There are also tiles that represent boats, bringing in new meeples and skill tokens that can be claimed at the end of the round, so meeples can be spent laying claim to the picking order. This bidding process, whether for a boat’s contents or a new tile, is one of the lovelier elements of Keyflower; only the highest bidder’s meeples are returned to the bag as payment and the losing bidders have their little dudes returned. However, any meeples that have been placed on a tile in the central area that you’ve won get absorbed into your own clan for use in the next round. Managing to get your hands on a valuable tile might be costly, but you could get paid back in spades!

One thing of note (and again, it’s a rather lovely idea) – if you’re the first person to use a tile, it’ll only cost you one of your meeples. The next person will have to pay two, the third three… but it stops there. Three actions and that tile is spent for the rest of the round, so there’s this glorious element of trying to get your timing perfect – do you jump in on a tile that you know someone else will want to use earlier, forcing them to spend more meeples later down the line or, potentially, screwing them over by locking it down after using it for a third time?

Even better, those tiles that you claim and add to your little town? They’re still open for business. Other players may use them, despite the tiles now being a part of your home set-up. The same rules apply, a maximum of three actions per round, but – and it’s a big, wonderful but – any meeples on your town at the end of the round again become part of your every growing army. They’ll be pulling in resources, moving them around your town, upgrading the tiles to make them better (pay the cost and flip them over to reveal a more lucrative side!).

Eventually Winter will roll around and the boats are now empty – after all, who’d want to move house in the snow? However, they each offer a hefty bonus, so it’s still worth laying claim to them. The players add their selected tiles to the middle and see what everyone else chose, then the final bidding war begins. I’ve found that the last round of a game of Keyflower generally plays out pretty quickly in comparison to earlier ones; there’s less brain burning happening as you’ve generally got a plan in your head. The only thing is you’ve got to fight for it with your opposition and that can get expensive – prepare to sacrifice a lot of meeples if more than one player desires it!

As you’d expect, the game ends with points getting totalled up, bonuses from the boats and Winter tiles are added and hoorah, you’ve got your winner. However, for me it’s often been more about the play than who wins in the end. Sure, it’s always nice to add another point to the victory column, but it feels like just playing the game is a win by itself. Everything works so well in there. It’s like a finely tuned machine where every element functions to the best of its ability – not a single thing is broken and every dial is firmly in the green. Frankly, it’s a bloody wonder, and testament to the combined skill of Richard and Sebastian.

When I first got my copy, I must admit to being a little terrified by it – there’s a fair amount of setup in Keyflower and the rules don’t look like the most inviting game around – but when I bit the bullet and went for it it was just perfect. It’s a cute looking game that contains plenty of oomph, and when that “Why, Miss Jones… You’re Beautiful!” moment strikes, you’ll immediately realise that this glorious game should always be a part of your collection. Now… what’s this I hear about a Farmers expansion?

Keyflower was designed by Richard Breese and Sebastian Bleasdale, and was first released by R&D Games in 2012. Between two and six people can play and – in all honesty – it works perfectly no matter how many people you have sat around your table. When it’s available, you’ll be able to pick up copies from Gameslore (and all other fine stores!) for around £30. And it will be the best £30 you’ve spent in a long time. Guaranteed.

Leave a comment

Filed under Reviews

Tower of Strength – Asara review

image

So, I play a lot of board games, of course, but I also spend probably more time that can be considered healthy with a PS3 or 360 controller in my hand. And you know what? I’ve noticed that there’s a curious difference between the two – where in the vast majority of the games on my screen I am destroying stuff, the opposite is true when it comes to the tabletop. There I prefer to build and create stuff, starting with little and improving my lot. Whether it’s the wonderful Suburbia or Trains, Alhambra or Manhattan, I do enjoy a game where you get to make things. Asara, the 2010 game from the previous Spiel des Jahres winning dream team of Wolfgang Kramer and Michael Kiesling, is another splendid example of a great title where creation is king.

Over the space of four rounds, each representing a year in game time, you and your opponents become builders who are looking to cement their place in society by constructing the biggest, best and beautiful-est towers in the city of Asara – no mean feat considering that this is “The City of A Thousand Towers”. As the game progresses, you’ll be getting your hands on more and more tower pieces and putting them together in order to score points. Score the highest and – as you’d expect – you win.

So, how do you get these towers made? Well, each player has a hand of cards that they’ll get to use on their turn, where one card will be placed on an action space. These are dotted around the board and will let you take those much needed tower sections, grab money and – probably most vital – actually build those monuments to your greatness. The twist (for this is a Kramer and Kiesling design, so there’s always something to deal with) is that whatever card is first placed in a section has to be followed up by cards of the same colour, meaning that its entirely possible to screw over other players in no time at all should they have a particularly shoddy set of cards at their disposal.

Thankfully, this doesn’t mean that you’re boned for the entire round; in fact, you’ll be able to play most (if not all) cards, but you’ll have to really prioritise when considering early plays. Do you run the risk of potentially being locked out of a much needed action because you need to grab something equally as important? As with many games by the team of K&K, a lot of the pleasure comes from working out what other people will need and go for first. Doublethink abounds in Asara, and it’s an analytical dream – or an Analysis Paralysis nightmare, depending on which side of the fence you prefer…

Once players are out of cards, the end comes to a close and it’s time for scoring. Depending on the number of towers you’ve created (and how ornately you’ve managed to make them look), you’ll pull in points for everything you’ve made at the end of each round. There are also additional bonuses handed out for players who have the largest towers of each colour as well as the most towers overall at the end of the game.

And that, in a nutshell, is that. With only four rounds to contend with, Asara really is a game where less is more. Only a limited amount of actions are available to you, so using them in the most optimal fashion is paramount. While it’s far from the most difficult game in the world to learn (the instruction booklet is super straightforward), the decisions that you make require a lot of thought if you’re going to leave behind the biggest legacy. As a caveat, I probably wouldn’t go back to it again and again, especially with a more experienced gaming group, but as a way to introduce newbies that isn’t one of the holy trinity of Gateway Games I’d say that Asara is pretty much ideal.

It’s also – once everything is done and dusted – a very lovely looking game. Ravensburger’s production quality continues at the high level you’d expect from one of the biggest companies out there, their reputation for decent games with lovely bits remaining intact. Another plus: As it’s been around for a couple of years, you should be able to pick it up for a very good price. The Kramer and Kiesling partnership has come up with another winner, particularly if you’re looking for something accessible and approachable.

Asara was designed by Wolfgang Kramer and Michael Kiesling, and was originally released rough Ravensburger back in 2010. Nominated for the 2011 Spiel des Jahres, this two to four player game can normally be played in around an hour. Copies should set you back around £25 to £30.

1 Comment

Filed under Reviews

On an Island With You – Bora Bora review

BoraBora COVER

It honestly seems like Stefan Feld, the golden boy of gaming, can do no wrong at the moment. Every game he’s involved in is quickly declared as the Next Big Thing, and even the slightest mention of his name attached to an upcoming release looks to be both a guarantee of quality as well as decent sales. Like many other gamers, I’ve become increasingly fanatical about his work and with a copy of Bora Bora hitting my table, I felt it was time to put down my thoughts in words.

With any Feld game, the keyword is options. You are given a huge variety of ways in which you can win, all of them balanced and as equally viable as the next. Concentrate on maximising a few of them and you should be on the way to a satisfying victory, but spread yourself too thin and you’ll be left well behind when final scoring comes round. Bora Bora, released through Ravensburger’s Alea line, follows this style but still feels fresh and new. Yes, there’s an awful lot to keep track of and it may initially come across as daunting to a less experienced player, but if there was ever a designer who deserved you spending the time to get a proper feel for their games, it’s Stefan Feld. The investment will pay off, I guarantee.

Bora Bora sees players taking control of tribes on the island of the same name as they attempt to spread their people as far as they can, taking control of the best fishing areas, collecting resources to build temples, placing offerings to their gods… the list is pretty long. Played out over the course of six rounds, planning your moves from the very beginning is vital if you’re going to end up the winner – a single mistake can cost you dearly when it comes to handing out bonuses at the end of the game, as only perfection is enough to claim those game-changing points.

Each player rolls their three dice at a time, placing them one by one on the various action tiles available. The rule here is that you may only add a dice to that tile if it is lower than one already placed, so putting a high value on down leaves the action open to others. Of course, plumping a 1 down locks it out for everyone – including yourself – so it’s here that the first difficult decisions have to be made. As all dice are open information, it’s possible to work out what others might end up doing and plan accordingly but the Gods could well have a say in that. Actions available include expanding your tribe across land or sea routes, adding a new male or female member to your tribe,  building, visiting the temple or – last and most versatile – the Helper Action. The Helper allows you to perform mini-actions, the amount of which are dependent on how high you roll, all of which help in some way. Immediately after a dice has been placed, the action is resolved and play moves onto the next person in the turn order until there are no dice left.

Oh my, so many options... what to do, what to doooo?

Oh my, so many options… what to do, what to doooo?

At different periods in the game, certain actions will become more important to you but there’s a certain “build the engine” element to Bora Bora – at least at the game’s beginning. Moving into new areas on the island not only gets you into those precious fishing holes, it also frees up space on your player board that will allow you to take more people for your tribe. Those people can then be used to collect shells that can be traded in for jewellery or tattoos that will build up an influence track during each round, scoring you points and deciding future turn order. Of course, you could decide to ignore that whole aspect of the game completely, building and focusing on the temple instead – this will also bring in plenty of points, but it less useful at the end of the game when the bonus points are doled out.

Once the actions have all been completed, it’s time to put your tribe to work. The special abilities of one male and one female can be triggered to give your side a small boost, increasing your tribe’s reach yet further or their numbers even more. Points can be scored, more shells, more influence… basically, these are little extra rewards that will hopefully put you in a stronger position and help you get closer to completing tasks. We’ll cover those in a moment…

The final part of each of the six rounds sees a bit of a clean up occur. The entire right side of the board is run through, beginning with the influence track getting scored and a new turn order decided. Points are awarded for those who are in the temple, then players may spend shells to take jewellery. Finally, a task can be completed. You begin with three at the start of the game and are looking to complete at least one every turn – this might be something like “have three female tribe members” or “get two different types of jewellery”. Whether you manage to complete one or not, a new one is taken from those available then everything that was up for grabs during the round is wiped off the board to be replaced with a host of entirely new options.

Now, if the game was just this, I reckon it’d be great but… well, hard to do as much as you may want. Thankfully Feld has given you a little wiggle room with the introduction of God Cards that allow you to skew the rules temporarily, opening up your range of options further and making your life a little easier. Only usable if you’ve got an offering to pay for them, they’re also limited to certain phases of the round – and on top of that you might also need them to complete tasks if you happen to grab those tiles. One scores you extra points for a certain fishing area, while another doubles the ability of one of your tribespeople. A couple change rules regarding the dice you play, but you’ll regularly be hoping that a yellow card ends up in your hand as it lowers the requirements for those all-important tasks. Sure, you’ll get two points less, but in a game where you’re clawing for every single one they’re vital.

Bora Bora, put simply, is bloody wonderful. Keeping tabs on everything is a challenge, but you don’t even have to do that – it’s entirely possible to put in a good showing without claiming any tribespeople, for example, or not grabbing any jewellery. It’s a question of balancing out your actions, reacting to what your opponents are doing and attempting to squeeze them out of doing certain things while not blocking your own progress; precisely what you want in a quality Eurogame. Sitting down for a couple of hours with Bora Bora feels like a glorious combination of work and pleasure – every decision you make is filled with weight and worry. Have you done the right thing? Should you have done something else instead? And you’ll wonder that after Every Single Decision You Make, constantly second guessing what moves you make (especially during the first few rounds when you’re trying to work out your plans while figuring out your opposition).

The production is up to the usual good quality you’d expect from Ravenburger and the Alea Big Box series in general – the (many) tiles are nice and thick and there’s a metric ton of wood in there too. One particular nice touch is that the whole game is icon-based and language independent. Sometimes this can prove to be a game’s downfall, but thankfully in Bora Bora it works exceedingly well. Sure, there’s always going to be the odd referral to the rulebook to get the details down, but it all becomes second nature quite quickly. For anyone with even a passing interest in Eurogames at all, any release by Stefan Feld should be amongst the first on your shopping list  - and Bora Bora has to be well up there.

Leave a comment

Filed under Reviews

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.

Leave a comment

Filed under Reviews

Island in the Sun – Bora Bora review

Bora COVER

Stefan Feld is currently on an insane run of producing excellent games. Today, The Judge steps up to check out his latest release, Bora Bora. Will the streak continue?

In Feld we trust…

Specifically, I am talking about Stefan Feld, the current wunderkind of Eurogames who has quickly developed a reputation for combining established mechanisms and innovative ideas into deep and satisfying ‘Euro’ style board games – with the lightest smattering of theme dusted on top. Now, these games aren’t for everyone – but from Notre Dame, through Macao to Castles of Burgundy and Trajan, Feld has demonstrated a unique talent for creating interesting, memorable and replayable games that stand out in an increasingly dense sea of mediocrity. Even Luna, which I don’t love, is a curious misstep but never less than memorable and worthy of discussion.

That brings us to 2013 and his new opus – Bora Bora! And it’s fantastic.

Let’s kick the elephant out of the room to begin with – yes, this game is set on the island of Bora Bora. Yes, you are building huts on the board and utilising the skills of tribes folk to expand your influence. Yes, you could even say that the priests you send to the temples are providing you with the glory of the gods. All this is, obviously, poppycock (which, as an editorial aside, is the first time I have ever written that word. It is fun and I recommend you all do that same).

Bora Bora is, at its heart, a mechanical exercise in point scoring. Unlike numerous other soulless Euros, though, the game’s tight 6 round structure features clear short, medium and long term goals that force you to tactically adapt to turn-by-turn pressures whilst maintaining a resolute long term strategy for end game scoring.

If that last paragraph left you cold – then move along because this isn’t for you. If there is a glint in your eye like the sun catching the crest of a wave as it lashes the beautiful island shore then please read on… Oh, and seek help. Each round of Bora Bora begins with players rolling three dice which are their ‘workers’. In turn order these are then allocated to action selection spaces – the twist being that you can only take an action if the number on your worker die is LESS than every other die on the space. This allows potential for some blocking and screwage – especially in the last rounds where players need ONE MORE of something to score big bonus points. The flip side is that the HIGHER the number placed, then the better or at least more varied your options are when taking that action.

Feld himself has included dice as a key feature in his games before (think of Burgundy and Macao) but I think Bora Bora perfectly finds the balance between forcing you to adjust your short term strategy mid-stream and having prepared for the possibility of being stuck with a bad roll with the various “Luck Mitigation Mechanisms” (or “God Cards” as the game calls them). Actually, their term is catchier.

With so much going on, you might think that keeping an eye on everything is a struggle...

With so much going on, you might think that keeping an eye on everything is a struggle…

The other genius of Bora Bora is the mission tiles. Each turn you have the opportunity to ‘solve’ one of three personal tiles for points. You then select a new mission from the tableau (which has been open information since the start of the previous round) that you can score in future rounds. Missing an opportunity to complete a mission can be a big deal – no end game bonus for you! – so you have to juggle completing one mission per turn with setting yourself up to be able to meet all of the demands by the end of the game. Very interesting, very cool and very satisfying when it all comes off.

The missions are just part of it though – You need to get all the expensive jewellery don’t you? Each round you can buy ONE victory-point-awarding trinket for Shells (an in-game resource.) This is resolved in turn order – so you need to keep an eye on what other people have got, what they can generate and make sure you are high enough on the turn order track (modified each round) to get what you need.

Oh, and you need priests in the temple! These give you free points every round. And you need to construct your buildings! They score huge if built at the start of the game and progressively less from each round you wait. Not to mention erecting huts… getting resources… recruiting tribesmen…

So, there’s a great deal going on – and you cannot possibly hit ALL of the end game scoring, and that is the beauty of the game. Even though there are a huge amount of different elements to consider, the missions provide a focus and a guide to your strategy (customisable beyond the first three tiles as you are selecting them each round.) The game is very tightly designed. Despite the diversity of strategies, final scores are often only a few points apart and in a game where final four player totals are around 160 points – this is no mean feat.

Any negatives? Well the lack of anything resembling a thematic connection will disappoint some, though not me. The art style is fresh and bright, but unapologetically busy. To someone trying to learn straight from the rulebook, the graphic design and iconography could baffle as much as it delights – though this is 200 times better than Burgundy which really needed a reference sheet just to make it playable. I was generally impressed with the straightforward nature of the rulebook and the summary text in a side-column makes reference much easier. The decision to include an idiot board as the left hand side of the thick cardboard player mats is also a good call – making what could be a dense rules teach far more straightforward.

Bora Bora is my favourite game of 2013 thus far. Having played several times, I am still really excited about the next opportunity to get it to the table and the many new strategies to explore and exploit. So get hold of a copy (perhaps from those excellent folks at Gameslore where I bought mine) and enjoy my prediction for this year’s Kennerspiel des Jahres.

So, pretty positive then…! Bora Bora is indeed available from Gameslore and will set you back £32.99. Released in 2013 by Ravensburger, between two and four can play, with games taking around 90 to 120 minutes. Don’t forget to follow Stuart on Twitter – you can find him there as @Judge1979!

1 Comment

Filed under Reviews