Tag Archives: two player

After Hours – Time Barons review

Time Barons COVER

I think it’s pretty clear that I have a rather large passion for games, no matter whether they’re on my table or on my screen. One of my great favourites – and currently just about the only thing that I’m playing on my Vita – is a game called Spelunky. I have put countless hours into both that version and the one available on the 360, constantly pushing further and further into the game’s four randomly generated worlds. Thousands of games have been played, the vast – and I mean VAST – majority of them ending in abject failure. I’ve completed Spelunky only four times, and that’s doing it the comparatively easy way. There are a huge amount of secrets hidden inside that bloody game, and I still find myself going back again and again. It is awful, brutal and wonderful, and it all came from the mind of a guy called Derek Yu.

Now Derek is back with his first foray into the world of tabletop games, a co-design with another first timer, Jon Perry. It’s called Time Barons and it’s currently available over on The Game Crafter. Oh, and it happens to be one of the greatest two-player games that I’ve ever made.

There are many good games that are brilliant for two: Agricola ACBAS, Le Havre: The Inland Port and Balloon Cup all spring to mind immediately, but Time Barons has swiftly raced to the top of my list of games to play when there’s just two of us at the table. It too is awful, brutal and wonderful, and I bloody love it.

The story is that you and your opponent are the titular Time Barons, shady folks who manipulate the world to turn things their way and gather followers – after all, even secretive Illuminati types like to be recognised for their deeds. Those followers are pretty disposable though, and you can be sure that you’ll be wiping plenty of them out before the game is done. Each player begins with ten followers and a single Homeland card sat down in front of them, with four numbered decks (Roman numerals, we’re being classy here) in the middle which contain a selection of card types – we’ll cover those in a moment. To vanquish your opponent, you’ve got to do one of two things: either entirely wipe out their followers, or have more followers than them when the I, II and III decks have been depleted. As you may expect, this is one of those “simple objectives with deep gameplay” affairs that I hold so dear to my heart…

Each turn, you have three actions to spend on getting the upper hand over the enemy. Cards each have a cost in their top right corner, using up those valuable points quite quickly, but you’ll need to get them out if you’re to build your empire and gain more and more followers. Most of the time you’ll be playing Sites down in front of you, many of which have abilities that can be used if you have a set amount of followers sat on that specific card. With more Sites come more options, so it’s often a good idea to spend an action and Relocate your followers to build up powerful attacks that will take down your fellow Time Baron’s own Sites. Each one has a defensive Integrity that, when met or exceeded, destroys the site and anyone sat there, so there are plenty of opportunities for aggressive back-and-forths – after all, this is a game where ruination is key and any damage that is done also results in lost followers.

Oh, Plague. You're such a great card. Attach it to a busy Site and watch the followers die one by one...

Oh, Plague. You’re such a great card. Attach it to a busy Site and watch the followers die one by one…

The other card types are relatively straightforward. Events are one-offs that aid you or harm the other player, while Reactions protect you from something nasty happening during your opponent’s turn. The final type, Attachments, are a great addition to the game that bolster the powers and abilities of the Sites that are currently in play – and not just your own. Some drain an enemy Site of followers through a plague or sabotage the usage of a Site’s ability, and it gives you a warm and fuzzy feeling when you throw one of these out onto the table to screw over your opponent.

I’ll admit that the Time element of the game is somewhat tenuous, but it sort of makes sense to the story. Each of the four decks represents a different era, the first being solidly Medieval, working up through the ages to the tiny but spectacularly overpowered Futuristic deck IV. Three of the decks are actually unavailable to you at the start of play – actions must be spent to level you up and unlock the decks for use, the action point cost being the level you’re moving up to, so two actions to get to II and three to III. Of course, with only three actions per turn, you’ll need to build an engine that gives you extra actions if you’re ever going to hit the dizzy heights of drawing cards from that heady Level IV stack. One thing to recall though; you may draw from any deck that’s your level or below, so your play area is always gong to be a glorious mish-mash of followers dotted about buildings from various eras. Sure, you might have a load of hi-tech gear at your disposal, but there’s nothing wrong with battering down your opponent’s shiny Robotics Lab with some well placed old-school Catapult action.

Catapult vs Doomsday Laser though? Hmmm. Maybe it's time to reconsider your options...

Catapult vs Doomsday Laser though? Hmmm. Maybe it’s time to reconsider your options…

I can’t quite put my finger on why I enjoy Time Barons so much, but I think it’s mainly down to the range of options that are available to players each game. Every time you play it feels like a tiny little war, and it’s incredibly well balanced considering that this is coming from a pair of first timers. While the cards through the ages do get progressively stronger, you don’t necessarily have to engage in an arms race for the more powerful items – it’s entirely possible to win the game using only cards from the first deck, laying into your opponent with brute force. All told, it’s a very impressive example of quality game design.

It’s also a nicely put together package. The Game Crafter has had some issues in the past with quality, but in the last couple of years they’ve really pushed to improve their products and Time Barons is an excellent example of this desire to make better stuff. Derek’s art style exactly the same as seen in his much-loved Spelunky, and the cards are laid out clearly with easy to follow instructions and symbols that mean you’ll rarely have to refer to the rulebook for clarification. I believe that it’s still up in the air as to what’s going to happen with Time Barons, whether the guys are going to look for a publisher or go down the self-publishing route via Kickstarter, but whatever happens with the game I firmly believe that it should remain pretty much untouched. I’d probably change the art on back of the cards but aside from that it’s a beautifully constructed game that looks good and plays brilliantly.

Simply put: But This Game Now. You honestly won’t regret it.

Time Barons was designed by Jon Perry and Derek Yu and was released through their own label, Quibble Games, in 2014. It’s only for two players with games taking around thirty minutes, and is only available from The Game Crafter. The game will set you back $20, though the cards-only version is also available for $10 – just remember that shipping from TGC can be horrifying. Any publishers out there looking for a truly excellent two-player game – you need look no further.


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Army of Two – Battlelore Second Edition review

Battlelore COVER

Who’s that leaping out of the sky? It’s The Judge! And he’s been playing Battlelore 2nd Edition, the burly devil.

Battlelore, released by Days of Wonder in 2006 and later taken over and supported by Fantasy Flight, is a brilliant two player combat game using the core mechanisms of Richard Borg’s card driven light war-game system – Commands and Colours (C&C). Taking the simple and yet brilliant idea of “C&C with a fantasy theme,” Battlelore added some magical elements [that’ll be the ‘lore’ then – Michael] to the formula and added to traditional soldiers and cavalry options with really cool “goblins riding ostriches” and “dwarves riding bears”.

However, as great as the core ruleset and the idea of a fantasy themed version are, Battlelore fell short of the sort of market penetration and long-lasting success of its World War II cousin, Memoir 44. Now, partly this is down to increased production costs making the base set prohibitively expensive to re-print, the lack of support from DoW and disruption caused by the subsequent change of ownership to Fantasy Flight. The real killer for me, though, was the reluctance to fully embrace the fantasy theme, the fiddly nature of set up and the overcomplicated ‘lore’ system. As with Descent’s second edition, as if Fantasy Flight CEO and founder Christian Peterson has been hiding in my wardrobe listening to my secret thoughts as they’ve now addressed all of my niggles and produced a second edition which could and should be the massive hit that the system demands.

[Please note: I have never found evidence of Mr. P’s late night adventures in my bedroom.]

Battlelore second edition is a superb game. Using the tried and tested card driven Commands and Colours system, players will command units of troops and demons and beasts (oh my!) against each other to claim key areas of the map, earning victory points in a straight race to sixteen Victory Points.

Battlelore PLAY2

For those of you who don’t know the C&C system, the map is split into thirds and your command cards (one of which is played each turn) allow you to instruct a number of units, often determined by the part of the map in which they are located, to move then attack the enemy. For instance, a card offering “Three on the left flank” will allow you to select three units from the left third of the board and command them. Exactly what you are doing to earn your points is determined by the set up and answers one of my minor concerns about the first edition – a super long and fiddly pre-game. Here the set-up becomes a fundamental and strategically important part of the game itself, and is great fun too. Players are dealt three set-up cards of their faction. These provide a layout for your half of the board (specifically where the trees, mountains, buildings and other terrain will be placed) along with any victory points spaces that can be fought over during of the game. There also may be a special rule, and a victory condition that only applies to that player’s faction. So you choose one that will suit your style of play, or perhaps will play counter to your opponent’s.

After both sides have chosen, revealed and built the terrain appropriately, players will muster their forces using small ‘hobbit size’ cards up to a points value – similar to a miniatures game – that specifically meets the demand of the selected scenario. This would be a force that would both help you to achieve your goals, and provide the flexibility to stop your opponents’. For those looking for a simpler game, there are pre-built armies that can be selected instead.

Making your force deck of up to eighteen cards with blank ‘decoys’, players lay them out into pre-selected deployment hexes determined by the set-up card, then reveal and add the awesome plastic models to the board. The option to present an evenly balanced force, or choose a flank to favour is a strategic choice that I enjoy. Battlelore‘s first edition did feature fantasy races – I especially miss the aforementioned Ostriches and Bears – but the majority were the mundane rank and file troops and cavalry (English vs the French – if I remember) who were recruiting fantasy races to aid the cause. Second edition, however, takes place within the Runebound universe (along with Descent and Rune Wars) and battles now sees Stone Gollums and Eagle Riders taking on Hell Hounds and Giant Demonic Chaos Lords! Throwing themselves into the fantasy theme, new Battlelore feels more epic – capturing the scale and feel of Lord of the Rings-esque battles better than any board game I can think of (sorry War of the Ring). It also has a huge amount of expansion options to add more troop types and monsters to the initial two factions with whole new races sure to come down the “Fantasy Flight Production Line of Money Making Awesomeness!”.

Battlelore PLAY1

The lore, which was utilised in a fiddly and dense way in first edition, is back in a simplified but still satisfying system here. Each turn players may add a ‘lore’ resource to their supply and / or draw lore cards which can be played to do “stuff.” These have a multitude of potential effects that could add to your competence in combat, force the enemy to retreat or even teleport troops around the board. They’re all good, if very situational, and only add to the fun. The components in this game are up to the usual exceptional standard from Fantasy Flight. The models are very distinct and identifiable from across the battlefield and the awesome leader models that tower over the rank and file adds an enormity of scale to this “army on army” combat. Worth particular note are the rulebooks. Fantasy Flight have shipped a separate rules and reference guide which are well indexed and perfect for learning and playing the game respectively. This is a huge improvement for the company and Battlelore, like Eldrich Horror, gets it absolutely right and should now be the standard for all games companies in 2014.

Are there any negatives? Well, if you like your games to be deterministic and low on luck, you’re looking in the wrong place. Now, this isn’t Talisman – the tactical and strategic decisions that you make are important and your positioning on the board is vitally important, but if you roll only misses in combat, then you’re probably in trouble. That said, the victory point system and race to sixteen points is based around positioning your troops on the right spots around the board, rather than eliminating the opposition (unlike first edition which sometimes resembled a Benny Hill sketch as a single unit fled from a chasing horde to avoid defeat). I have seen and been party to some amazing comebacks from terrible positions, where despite only having a rabble of dispersed troops left, a well timed assault forced an opponent’s retreat from a key position and a glorious underdog victory, followed by the crowd in Stuart’s head cheering.

This is the first great game I’ve played in 2014. I would recommend this with two players as intended, but also with three (in a two on one mode) and four as teams. Some will turn their noses up, but from my experience there is enough going on here that two people teaming – banging their heads together to come up with a strategy, is always going to be a good time. This also makes it easier to get to the table in larger gaming groups – like my own.

So Fantasy Flight has done it again, and streamlined, nuanced and fixed a much loved game – releasing what, in my mind, is the definitive version of the C&C system. I just need me more troops. And another faction. Or two. Or Three… here take my money! I’ll leave it on the pillow for you, Christian!

Battlelore Second Edition was released in late 2013 by Fantasy Flight Games. Based on Richard Borg’s Commands & Colours system with extra stuff bolted on by Robert A. Kouba, the game plays with two to four, with games taking between 90-120 minutes. Copies should set you back around £55 from the folks at Gameslore. Follow The Judge on Twitter – @Judge1979

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Serpentine Fire – Ortus review

Ortus Cover

With Essen mere days away, you can expect an onslaught of reviews and write-ups about the new games that are due to be released at what is the biggest games show of the year, not least from me here on The Little Metal Dog Show. Mercifully some publishers see fit to supply games in advance which benefits us both – I get to talk about a game in advance, freeing up a spot in the mayhem after Spiel is done, and they (hopefully) get a bit of extra noise made about their upcoming release. One of those forward thinking chaps is Joost Das, head of Fablesmith and creator of Ortus.

Though it’s billed as a two-player arena battle game, I’ve got a very heavy abstract strategy vibe from Ortus. Sure, there’s this entire backstory about controlling the elements and sending agents that represent Earth, Wind, Water and Fire to fight each other in a battle on a mystic plane, but if you boil it down to the essential elements you’ll soon discover that Ortus is a devilish, clever game where you’ll mix area control with a splash of direct combat.

Just be ready to have your brain fried; as with most games that fit into this category, actually playing Ortus can get pretty tough. Sure, the rules are limited but the options open to you allow for incredibly open play as the call is on you to go aggressive or turtle up and protect yourself…

Back to the story, briefly. As mentioned before, the two players act as Lords looking to control a set of sacred energy wells that are dotted about the arena (which is made up of hexagonal spaces). Both begin with eight warriors at their command, four sets of two each representing the elements, who will attempt to seize control of these wells. Doing so will not only boost your abilities, but managing to hold on to five at the start of your turn also means victory.

Energy – and the spending of it – is the key to Ortus. Both players have a track on the right hand side of the board that shows how much they have at their disposal for the current turn. You will always have a minimum of fourteen clicks, but having one of your warriors on top of a well at the beginning of a turn will see this amount increase. This creates something of a snowball effect as the more energy you have, the more actions you can perform during your turn.

An evenly balanced battle can easily be lost with one simple mistake. Generally by me.

An evenly balanced battle can easily be lost with one simple error. Generally by me.

These actions, as hinted at earlier, are actually pretty limited. Moving from one hex to an adjacent one costs a click. In the basic game rules, the cost of attacks are worked by checking the amount of hexes between you and your target, spending that amount of energy, then triggering the attack. Ranged, performed by the yellow Wind and red Fire warriors, will see your guys remain in their spot but knock your opponent’s energy down by four spots. On the other hand, blue Water and green Earth fighters can Charge, rushing to a space next to an enemy and hitting them for five. A third attack type, Strike, can only be done if you start your turn beside a opposing piece – it’ll do three damage and it’s a freebie, but in actual play such a move occurs rarely.

Should you manage to get your opponent’s energy down to zero, attacking them will see some of their pieces removed from the board – these are referred to as the Fallen, but fear not! These warriors do return, but not until the end of their next turn, limiting their action as they come back to the edge of the board. Wiping out enemy combatants also means you score Honour, and each time will see you move a disc in your colour called the Guide a little closer to the Core at the centre of the board. Successfully get it to the middle and you win the game immediately.

That’s the game, really. Early turns are filled with trepidation as the two players attempt to feel each other out, slowly moving a couple of spaces here and there as they try and grab an energy well or two in a bid to boost their power for subsequent turns. In the games I’ve played I’ve noticed that there always seems to be a tipping point where one of the players just decides to go for it, making a break for glory – and it’s here where everything turns to glorious chaos. Whether it’s a point where someone pushes themselves just a little bit too far and uses up an extra click of energy, or they forget to cover one of the wells with enough people… Ortus is a very much a game of reading your opponent as well as watching what’s going on with the board.

And yet, when I first cracked the box open and played it, I really didn’t enjoy this one. I lost my first couple of games quite spectacularly and decried it as not for me, but there was something in there that brought me back. I see where I went wrong in those initial plays – you can’t win in Ortus by trying to storm the board and rush in. Victory requires a careful balance of positive movement forwards to take the wells over while covering your backside with enough energy to defend yourself during the opponent’s turn. Frugality is important – spend your energy, yes, but don’t waste it.

That point is even more true when you introduce the Master Game rules that bestow thematic attacks and abilities upon the four elemental types. Wind warriors’ movements see them zip across the board while the Earth fighters receive a boost in their attack – though it comes at a heavy energy cost. The Water attacks are particularly useful, smashing into groups and wiping out lines of enemies, though the most impressive to pull off are the Fire powers, especially their Dragon attack. Lining up your warriors in sync with each other, targeting a single player and destroying them for free is really very satisfying…

The game is well produced, just as you’d expect from the team at Ludofact over in Germany. The warrior meeples – warples? – are sturdy, though you’ll need a little wood glue to keep their heads on the bodies. Art throughout is grand and the rulebook is straightforward and well written, especially the summary on the back page which is pretty much all you’ll need after a game or two. My only negative is that it can be a little confusing keeping track of the warriors you’ve used during your turn, though I’ve found that can be dealt with by turning your pieces around once they’re actions have been done. As each one has a small marker on their fronts to denote their side, it’s a simple way to know who is still left at your disposal.

I can, hand on heart, recommend Ortus to anyone seeking a thoughtful, strategic game for their collection. I remain a poor player but find that when I lose I can see where I went wrong – winning is all down to seizing that moment and capitalising, so if you see me and fancy a game and watch out for those mistakes!

Ortus will be officially released at Essen next week. Designed by Joost Das and published through Fablesmith, it’s strictly a two player game. Games take around half an hour, and there’s also a digital version on the way! Swing by the Fablesmith booth in Hall 1 – you can find them at F-103. And thanks to Joost for the privilege of checking out the game in advance. 

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King of Snake – Hydra review


It’s safe to say that I am not the biggest fan in the world of abstract strategy. I like theme in a game! I like complicated stuff and millions of bits! However, one thing I’ve always wanted to do here on littlemetaldog.com is give everything a try at least once, so if a game is put in front of me It Will Get Played. Them’s the rules! I’d like to think that I can put aside my meh-ness towards a genre of games and see good stuff in everything I play – after all, who knows, I might find something that I enjoy! And goodness me, what’s this? A game that’s made me think that not all abstracts are terrible? Blimey.

Hydra is a two player game built around simple rules with a single objective – to create a single continuous line across the playing surface with your tiles. Each player is given twenty eight tiles in their colour – three Heads, four Tails and twenty-one Bones – which you’ll use to wend your way over the play surface. One will work their way from North to South, the other will go from East to West, but (as you’ve probably worked out) there’s an issue. At one point, the players’ lines will have to cross over somewhere – and it’s here where the game gets really quite tricky and mean.

You see, the three different tile types allow for different placements, and it’s getting to grips with these that will see you ending up the winner. Heads are the most versatile, allowing your next placement in any of the four orthagonal spaces next to it. Tails are useful should you need to turn a corner. Bones, meanwhile, are the simplest of the tiles, only allowing for the creation of straight lines.


In this example, the Light player uses two Bones to move from the bottom of the board, a Tail to turn right, another Bone then a Head.

Each turn will normally see you placing a single tile on the board, either at one of the edges you’re trying to link or off a piece that is already on the board. You also have the option of flipping an already placed tile which can be retrieved at the end of your next turn, or not placing anything and flipping two instead. The playing area, a seven by seven square, quickly gets very busy and the two lines will quickly collide but only a Bone tile can be crossed. Heads and Tails tiles are ideal for blocking your opponent’s plans then, but there’s a literal price to pay: using then will require you to discard tiles from your pile which will quickly limit your options. For every Tail used, you’ll discard three tiles; for every Head, it’s four, and you’ll only be able to reclaim these spent tiles by flipping and removing the played pieces from the board. It’s an ingenious idea that really balances the game out – sure, you could put a load of the more powerful tiles on the board, but you’ll go broke quickly, and it’s in fact impossible to traverse the board using only Heads and Tails. 

For such a small game with simple rules, there’s an awful lot of opportunity for cruelty in Hydra – which is probably what makes it appeal to me despite my normal lack of affection for abstracts. Having played it a fair few times now (and lost every single match) I’m developing an appreciation for the game, recognising where I went wrong and what I could have done to  fix errors I have made during play. Actually figuring out how to win hasn’t quite clicked yet but I feel that will come with time in this game that rewards considered thought and multiple plays. The more experience you have with Hydra, the better you’ll become at recognising openings and options and the more pleasurable your gameplay will be.

While it’s not converted me entirely into the fold of full-on loving abstract strategy, I’ve come to realise that I’ll happily go back again and again to the genre if I’ve got the right game in front of me. Hydra is a well developed little affair that has some neat ideas – plus did I mention that the wooden box collapses down to create the playing surface? It’s these little touches that make me want to put copies of the game in front of others and demand they play with me, if only because I could possibly beat a total newbie…

Hydra is a self produced design by Simon Dangerfield. The game will be launched officially at this year’s UK Games Expo in Birmingham over the weekend of May 25th to 27th. For more information, contact Simon via email: simon@talltree.co.uk


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Rock the Boat – Le Havre: The Inland Port review


If you’ve read the site regularly or listened to the show, you’ll probably know that Agricola is one of my all time favourites. I’ll play it anywhere, with anyone, anytime; seriously, if you fancy a game on boiteajeux.com, let me know – I’m LittleMetalDog over there. I honestly reckon that designer Uwe Rosenberg is some kind of savant genius when it comes to design. Just look at his track record. Bohnanza, Ora et Labora, All Creatures Big and Small… the guy knows what he’s doing.

Of course, one of his most famous games is Le Havre. In all honestly, I’ve tried my very best but I can’t get my head around it. I can see that it’s a great game and I understand why it’s popular, but frankly it leaves me a bit cold. Hell, even the tutorial on the iOS version of the game confuses the bejesus out of me and I’m really not that dumb. Honest. Thankfully, there’s now a stripped down two-player version of the game that (a) I actually understand and (b) is pretty damn good.

Le Havre: The Inland Port focuses on building the perfect engine in a race to score the most points after twelve rounds of play. Starting off with a handful of resources and a few Francs to your name, you’ll need to invest in buying buildings, each of which will boost what’s available to you to use in later rounds and contribute to your final score. As the game progresses the buildings on offer get more expensive but also more powerful and valuable. It’s a lot more straightforward than its big brother.

You also have two boards – one that keeps track of the amount of resources you have called the Warehouse, and one that you stash your purchased buildings on. Split into six sections, there’s also a rotating arm that’s numbered at its centre. When you pick up a new building, it’s placed into the sector marked with a zero; once a turn has been completed, the arm moves around. The numbers around the centre of the arm signify the amount of times a building in that space can be used but be sure to not leave it too long…

The wheel in question. The letters around the outside show the current round, while the numbers show how many turns there will be.

The wheel! The letters around the outside show the current round, while the numbers show how many turns there will be this time around.

You see, each time the arm moves, the number increases; you’ll get two, three, four or four actions and an extra Franc. Normally this means that you get to move the cube representing a resource type on your board that amount of spaces, though you’ve got to be careful as the area you’re moving around in is somewhat limited and in a game where exact management is everything, waste cannot be tolerated. This may be a simplified(ish) version of Le Havre but it’s still quite a hardcore experience.

Also pretty hardcore: the final sector. Should you allow any of your buildings to slip into that area you’ll have to sell it for half the price. You will feel like an ass, even though you could potentially pick it up again. Again, it feels like a spectacular waste when you should be attempting to control everything as best you can. DO NOT LET THIS HAPPEN.

Anyway, at the beginning of each round, a new selection of buildings are added to the stack of what’s available to buy. You’re either going to buy one of these brand new options (paying the cost in coins or resources) or use something you’ve already purchased – either way, it’s immediately moved to the zero section of the wheel. You also have the option of using any buildings your opponent has bought; all you have to do is hand over one Franc and the ability is yours. This can’t be refused and is a perfectly viable option if they’ve got what you need – after all, there’s no way you’re going to get absolutely everything you require to win the game.

And here's your warehouse. It's pretty ingenious as to how it all works, moving around the squares to track your resources.

And here’s your warehouse. It’s pretty ingenious as to how it all works, moving around the squares to track your resources.

As the game goes on you’ll get more to do, allowing you to maximise your resources and get the biggest and best buildings. Some offer no resources at all but can bring in some massive points, so be sure to keep an eye out on what’s due to appear in upcoming rounds on the handy chart that’s included in the box. The moment the twelfth round is done, you total up the value of everything you’ve bought, add in the Francs you have left over and whoever has the highest amount is declared victorious.

Now, I’ll be the first to admit that The Inland Port isn’t going to be for everyone. It’s far from the prettiest game in the world (‘functional’ is probably the best description for how it looks) and is dry as all get out, but if you’ve got the kind of gaming brain that enjoys developing a perfect routine you’ll get a lot out of this one. It’s all about getting the perfect amount of resources for what you need, maximising your play and – when necessary – screwing over your opponent by using what they’ve got available. Personally, I have to be in the right frame of mind for it but should the mood take me (and there’s a suitable opponent at hand) this is well worth a play. Rather than spending two hours attempting to decipher Le Havre and all its machinations, thirty minutes with The Inland Port is a comparative delight. Give it a shot!

Le Havre: The Inland Port was released by Lookout Games and Z-Man Games in 2012. Designed by Uwe Rosenberg , it caters for two players only with games taking about thirty to forty minutes. Pick up a copy for yourself by visiting Gameslore – you’ll be able to get one for £20.49

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