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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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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!

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There’s A Ghost In My House – Schnappt Hubi! review

HubiCOVER

Sometimes I wish I’d paid more attention in school during that single year I studied German. If I’d had a crystal ball and knew in advance just how much I’d enjoy playing games I would definitely have sacked off the three years of French (which ended up in a not so great grade, if I’m honest) and gone for The Official Language Of Gaming (TM) instead. Thankfully, I’m still always up for learning and am trying – slowly but surely – to pick up as much of the language as possible. Playing games helps a lot, of course, and it’s even better when the game actually talks back.

Now, I admit that I’m starting at a low(ish) level – Schnappt Hubi! from Ravensburger is a kids game, after all – but you still need to pay plenty of attention. It helps that it’s actually a very fun little blast that happened to pick up the 2012 Kinderspiel des Jahres; a worthy winner, in my opinion. Like a lot of games that seem to come out only in Germany that are aimed at the children’s market, it’s highly unlikely that this will ever see a release overseas but if you can find a copy I’d recommend you at least investigate it.

Between two and four can play this co-op where you have a two-fold objective, both of which involve hunting down a ghost called Hubi. First of all, players must explore the board using the included Magic Compass. This is a nice little device that talks to you during the game, letting you know whether or not your path is blocked and telling you what kind of walls are in your way. As you’re either moving mice or rabbits around Hubi’s house, different walls will affect you in different ways; rabbits can’t go through mouseholes, mice can’t hop over the much higher rabbit holes, for example. What you’re really looking for is to get two characters on either side of the magic doors that are hidden in the house – discover the right one and you’ll find the ghost.

How could you not want to play this? I mean, look at it! It's brilliant!

How could you not want to play this? I mean, look at it! It’s brilliant!

Now comes the second part of the game. On finding Hubi he’ll ask what you’re doing in his house medium of the Compass) then quickly run away, meaning that you need to find him all over again. This is a slightly different challenge though, as animals who are dotted around the floor of the house will give you hints on where he is. Get two of your pieces to the correct location before time runs out and you win the game. Simple!

It’s a very lovely thing indeed, and surprisingly challenging considering it’s a children’s game. Being a Ravensburger product you would expect incredibly high quality and Schnappt Hubi! really doesn’t disappoint. Little details like the mice being able to fit through the mouseholes are a mark of a great product. The art is charming, the various pieces are incredibly well made (the walls that make up the rooms are nice and chunky in particular) and the rules – from what I can make out at least – are nice and clear. Hell, if I can make them out with my limited grasp of the language, you can.

I’m delighted to have this as part of my collection. Sure, it’s far from the most complex game in the world but it’s an ideal way to cleanse the palate after a day of more hardcore stuff. Play this with a couple of kids and it comes into it’s own, promoting the idea of working together in order to achieve a common goal while simultaneously being a pile of fun to get into. I know that very few of you readers will actually get a chance to try this one out but should the opportunity ever arise, take it. I’ll definitely be bringing it along to some events to show it off and who knows? Maybe it’ll one day replace Loopin’ Louie as the Odd Convention Game of Choice! And hey, it’s helping me improve myself too – what more could you want?

Schnappt Hubi! was designed by Steffen Bogen and originally released by Ravensburger in Germany back in 2011. Between two and four can play and games will generally take you about 20-30 minutes. If you want to grab a copy, head on over to amazon.de where it’ll set you back around 30 Euros – well worth it, I reckon!

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Cops and Vampires – Scotland Yard vs Fury of Dracula

Chris Swaffer isn’t just a mine of information who helps answer questions at the end of each episode of The Little Metal Dog Show – he’s also a splendid writer! I asked him to do a review of anything he fancied and a few days later, this arrived in my inbox. Enjoy!

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Hide and Seek has got to be one of the oldest games going. Since time immemorial, we have enjoyed the thrill of the hunt, the joy of the chase, and the excitement of evading capture. Sadly, it’s hard to fit a good game of Hide and Seek into the average front room on Games Night; it only takes so long to track down who is hiding behind the sofa, after all. Once again though, boardgames come to the rescue! For a quick, family-friendly hunt Ravensburger brought us Scotland Yard, and for a more epic experience, Fantasy Flight deliver Fury of Dracula.

First released back in the early 80s, Scotland Yard delivers a rare mix of delights. A family game, simple in concept, but one which provokes thought, strategy and teamwork from the players. The premise of the game is that “Mister X”, a master criminal, is at large in the streets of London. One player takes on the role of the elusive villain while all of the other players play detectives trying to track him down. At the start of the game, Mister X decides on his starting location, but importantly, the detectives do not know where this is. Each turn, Mister X and the detectives must move from one location to another, using the transport lines that link the locations together. The detectives can see HOW Mister X is moving thanks to the tokens he takes that are printed with the various potential modes of transport – but they cannot see WHERE he moves from or to. The detectives have a limited number of turns in which to track down Mister X; to help them out, at regular intervals through the game, Mister X is forced to reveal his current location, before vanishing into the shadows again. This periodic revealing, combined with the information about HOW Mister X has travelled, allows the detectives to slowly home in on his location.

20th Anniversary edition of Scotland Yard - tin box! Baseball cap! Very odd!

To balance the game, Mister X also has a small number of Blank movement tiles, which allow him to hide his choices from the detectives… This all adds up to a very tense game of deduction and bluff, with lots of options for both sides. It’s fair to say that the role of Mister X is rather more stressful than playing as the detectives, and a certain amount of trust is required that the player controlling him is being honest with their movements. It’s also important that the solo player takes care not to give their location away by looking hard at one part of the map while planning their next move (!), which has led to the amusing use of sunglasses, baseball caps, and even the Mister X-branded eyeshield ™ which has been packaged with some recent editions of the game!

Now we fast-forward a few years, from the early 1980s to the mid-2000s. Fantasy Flight’s Fury of Dracula has a similar theme to Scotland Yard – instead of Mister X, the players are hunting Count Dracula himself. Rather than detectives we have Van Helsing and friends and instead of central London, our playground covers all of Europe. In true Fantasy Flight style, of course, complexity is layered on top of this basic setup to make a much more detailed game. Dracula moves around Europe in secret, leaving a trail of minions, encounters, and general nastiness in every location he visits on his way. Whenever the Hunters stumble across the Count’s trail (which stretches back over the last six locations he visited) they gain insight into how close they have come to their quarry, but must also deal with the encounter the master Vampire has left behind him – something of a mixed blessing. Things get really interesting when the Hunters finally arrive in the same location as Dracula though… The Count doesn’t give up just because he has been found! In true vampire-hunting form, the players must fight it out, in a rock-paper-scissors style card-based confrontation that adds some more bluffing and doublethink opportunities.

Small picture. Big game.

The timing of the encounter also matters – the game starts at Dawn, and then alternates three turns of Day, with three turns of Night. During the daytime, Dracula is weak and cannot use his full repertoire of attacks, if encountered at night he is a far more formidable opponent, so much so that occasionally, the hunters can become the hunted! Fortunately for the good guys, they can obtain equipment and beneficial events from towns, leading to the need to balance finding Dracula with finding enough equipment to survive the encounter. True to form, Fantasy Flight have packed the game box full of cards and counters of good quality. Of course, as you may expect, you will need a LOT of space and a fair amount of time to play the game properly.

The thing that I like most about both of these games is the tension they provoke on both sides of the table. When playing as the Hunters, at the start of the game it seems impossible that you will ever track down your quarry. You have the whole board to cover, and there seem to be an infinite number of ways that your opponent could sneak past you to evade capture. When playing as the Hunted however, it feels as if you have an equally impossible task. There are just so MANY people looking for you, the routes past them are cut off so quickly, and you never know when one of them will chance a move towards you that will leave you trapped. Within a few turns though, it usually becomes clear that both outcomes are possible, with capture or escape often a couple of moves away. Of course, not every game will go down to the wire; a few false moves, particularly on the part of the person being hunted, can lead to ‘game over’ more quickly. Still, the series of near misses, close calls, and narrow escapes that a tight game creates, makes a very satisfying experience for me, win or lose.

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Scotland Yard was originally released by Ravensburger in 1983 and should set you back around £20. Alternate versions are also available – the USA gets New York Chase (issued in 1999), while mainland Europe can try out the 2009 release Mister X – Flucht durch Europa. They’re the exact same game, pretty much, just based on different boards. Meanwhile, Fury of Dracula was released by Fantasy Flight Games in 2006 (based on the 1987 original by Games Workshop) and weighs in at a more costly £40. Also, if you want to see Fury of Dracula in action, have a look over at Robert Florence’s Downtime TownEpisode 1 is all about this fantastic game and needs to be watched!

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