Tag Archives: Stefan Feld

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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Untouchable – Rialto review

Rialto COVER

Another review from Stuart “The Judge” Platt and – blimey – it’s another game from Stefan Feld! This time Rialto comes under his watchful eye, the English version of which will be coming out later this year from Tasty Minstrel Games. An avowed fan of the designer’s work, does Rialto come up to scratch for our favourite wrestling reviewer?

As a confirmed Feldian, I was champing at the bit to get hold of the second of this year’s offerings by the German wunderkind. Prior to its arrival, I had been warned about it being a lighter Feld, a simpler and less satisfying effort or – heaven forbid – just not very good and perhaps evidence that he is stretching himself too thin! To this I say balderdash! Rialto is something altogether smaller but beautifully designed and a very satisfying game. Feld in about an hour? I’m in!

Brace yourself, confessed Feldites – Rialto has a strong theme of Venetian noblemen deploying councilmen, bridges and gondolas to earn glory… Only kidding! We are right in ‘do things and stuff to earn victory points’ territory and hooray for that! We all know that we’re here for the mechanisms, and Rialto has some very interesting ideas.

Rialto is a card-drafting, area majority game with Venice split into six districts (resolved over six turns) to be fought over. The core mechanism is the selection of a set of six randomly drawn cards (one more set than there are players) – dealt face up from a communal deck – that makes up your hand for the round. Two further cards are drawn blind, and then discarded down to make a hand of seven to play the round. The players now go through a series of turns, bidding a number of cards (and utilising wild cards to boost bids) relevant to a specific action that turn. The person who plays the most on each turn will ‘WIN’ that set, gain a bonus and have to lead the play on the next set of bidding.

Unusually for one of my reviews, here is a light rules summary for options available to you on each turn:

- The Doge: Each card played moves a player further up the Doge track. Your relative position on this track breaks ties and determines turn order for drafting cards at the start of each round. The player who commits the most Doge cards gets an extra space along the track.
- Gold: Each card gives the player a gold piece. The ‘most cards played’ gives you one more gold.
- Building: The number of cards played determines the level of ‘special ability building’ that can be built. Most cards allow one level higher to be built. Special buildings offer cumulative abilities to break the rules of the game e.g. Draw more cards; increase hand size; add a ‘wild’ card etc. All cost 1 coin to activate every round.
- Bridge: 1 Victory Point per Bridge card, -1 Victory Point if NO cards are played. The winner places a bridge token connecting two of the areas on the board and increasing their value for the area control battle at the end of the of the game
- Gondola: Take 1 councilman from the general supply to your player board for each card played. The winner then plays a Gondola token between two areas and places a councilman directly from the supply into one of these areas.
- Councilman: Place one councilman from a players’ personal supply to the region currently being resolved. Most cards played adds an extra councilman. The BIG points given out at the end of the game refer to a straight majority of councilmen in a region (ties broken by the Doge track.) The value of each region relates to the bridge and gondola tiles that have been added during the game.

It's the usual Feld style board - loads to pay attention to!

It’s the usual Feld style board – loads to pay attention to and keep track of!

So, as usual with my mate Stefan, everything is important! You need to be high on the Doge track or you will constantly lose out to your opponents on tied bids and (most importantly) the end-game scoring. You need buildings, and coins to power those buildings, to support your play and combat the randomness inherent in the card drafting. You need to control the placement of bridges and gondolas otherwise that region that you dominate could only be worth 4 points at game end. But all of this is for nought unless you get your councilmen from the supply and actually get them on the board. Well played Feld… Well played.

The magic comes from the way that the bidding works. Now I HATE auction games. Despite everything that it does well, Power Grid leaves me cold [WHAT?! - Michael] . As much as I respect its legacy, I think Modern Art is terrible. So what makes this auction work? Well, the game uses a once-around open auction, so the last player knows how much they need to play to win. Turn order, therefore, is critical. Deliberately not winning a round to put you later in the turn order for the following action is not only a viable tactic – but can be game winning! All very clever and very ‘Feld.’

Any negatives? Well, the production is solid throughout – with high quality Hobbit-sized cards featuring clear iconography that is visible from either end of the table. The score track, however, is a nightmare and one of the worst I’ve ever seen. Difficult to read and adjust – this is a disaster for practicality and aesthetics. That’s it though…

I refer to Rialto as the thinking gamer’s 7 Wonders, offering a similar sort of feel and card-drafting , but with far more decisions, more interesting decisions, and much better player interaction. This may be a lighter, quicker game than Feld’s masterworks (Castles of Burgundy, Trajan, Macao, Bora Bora and the like) but like The Spiecherstadt (which I’ll be looking at soon) it offers a unique and interesting combination of mechanisms and interaction which further cements Stefan Feld as one of the most prolific and in-form designers in the hobby.

Rialto was designed by Stefan Feld and was originally released by Pegasus Spiele in 2013. As mentioned above, Tasty Minstrel will be releasing the English language-only version later this year. Between two and five can play, and a copy can be pre-ordered from the folks at Gameslore right now!

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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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Dock of the Bay – Die Speicherstadt review

Looking through the big list of reviews that we’ve had on the LMDS site over the past couple of years (because yes, we’re coming up on our second birthday), it strikes me that there’s comparitively few Euros there. That’s gives me a bit of a disconnect because I actually really like Eurogames, despite the fact I’m not the best at them. I like a bit of chaos in my games, sure, but sometimes the you get an itch for pure information that just needs to be scratched. Unfortunately, the people I play with the most prefer stuff with a little more confrontation so convincing them to push cubes about requires something a bit special.

If you’re looking for a great Euro, there’s a name that’s quickly becoming one to look for: Stefan Feld. He’s responsible for the Essen 2011 release Trajan, the excellent Die Burgen von Burgund and much more including the subject of today’s review: Die Speicherstadt. Based on a real area of docks found in Hamburg at the beginning of the 1900s, the objective for players is to complete contracts to score points, the winner (as you’d expect) being the person who scores the highest after the game ends.

The year is represented by a deck of cards that contains the aforementioned contracts as well as various other useful things. These include buildings that potentially bestow bonus points, extra cash and the ability to deal with fires – more on that in a minute. It’s not so easy as just grabbing that cards you desire though… first of all, you’re going to need to bid on them in an auction with a difference. Each player has three meeples at their disposal, each of which must be placed on the board where the currently available cards are dealt out. Above each card lies a row of spaces where your minions are placed, but how do you know how much to pay?

What's in the box? Well, lots actually...

Well, therein lies the “different” aspect. The cost of a card is determined by how many little wooden guys there are lining up to take it, so three meeples will mean it’ll cost you three coins. However, there’s a twist; if you can’t afford the card you must retrieve your meeple immediately, knocking the price of the card down by one. It’s such a simple concept but so full of opportunities to mess with other players… If you can see that someone is desperately in need of a certain card, you’re perfectly within your rights to put as many of your guys down for it, bumping up the price dramatically – and the best thing is you don’t even have to buy it! You can just do it to be mean!

After each round, the cards are discarded and a new set are dealt out. Once the second of the game’s four phases kicks in, ship cards start to appear from the deck containing the necessary elements to complete the contracts you’re collecting. Resources can also be sold (assuming you’ve bought the trader who’ll accept that specific one) or exchanged at a frankly terrible rate for stuff that you need, but you’ll need some careful planning to ensure that nothing you collect goes to waste. At the end of each round you’re only allowed to keep one cube maximum (unless you’ve bought a warehouse) so keep your eyes on what’s happening at all times.

Prudent play should hopefully see you collecting exactly what you need, completing those lucrative contracts and getting points… but then you’ve also got to deal with the problem of fire. Seemingly it was quite an issue in Hamburg’s docks (so much so that it’s quite an important aspect of the game!) but thankfully you can mitigate against the destructive power of the flames. Firemen cards are dotted all the way through the deck with increasing values, and when a fire card is revealed the game pauses briefly to deal with the flames. Players must total up the values of all their firemen; the highest number gains bonus points as marked on the fire card while the lowest is penalised by the same amount. Good management of your firemen can mean the difference between winning and losing – yet another thing you need to balance while playing Die Speicherstadt.

A few examples of contracts, showing the five resources: Cotton, Spices, Tea, Coffee and Silk. Let's go make some money!

A game of this is an exercise in making sure all your bases are covered. Money is always in short supply so you’ve got to ensure that you don’t run out, but you’ve also got to be ready to pay through the nose should a vital card appear on the board. Wasteful play will always come back and bite you too; sure, a couple of cubes discarded through a game may be fine, but if you find you’re near-constantly getting rid of resources you’re on a fast track to losing. Yet despite that fact you need to always be paying attention and it can feel a little like a workout for your brain, Die Speicherstadt is a great game to introduce to players who are relatively new to the hobby. It shows how different (and tricky!) designer games can be but is never cruel or punishing. It’s got a gloriously straightforward set of rules that all levels of players will pick up quickly – seriously, after only a round or two even the most inexperienced gamer will have a handle on exactly what to do.

The whole game has been beautifully produced, as you’d expect. Artwork throughout is lovely though far from exciting – after all, it’s set in the Hamburg docks – but it straddles the line between functional and pretty quite well. The money tokens are good and thick (useful considering they get handled a lot) and the first player token is a properly minted coin; very satisfying to tap on the table and annoy your opponents!

All told, I heartily recommend Die Speicherstadt. Games are done quickly with a play time of around 45 minutes – even with a maximum of five players – and it offers a challenge to people who’ve been playing games for years while not alienating folks who are newer to the hobby. If you’re looking for something a little different from your games that will require a bit more though than normal (but not too much!) this should definitely be on your list.

Die Speicherstadt was designed by Stefan Feld and released in 2010 by eggertspiel. The English language version (just switch Die for The) is available through Z-Man Games and will cost you around £25 / US$30.  Enjoy!

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