The Board and Game Top 10 Games of the Year for 2016

With 2016 wrapping up, it’s a good time to look back at the year in gaming. It was an incredible year for board and card games, with a ton of impressive releases. Here are my picks for the top 10 games released this year.

(Note: this is using the Essen Spiel 2015 (Oct 8-11) to pre-Essen 2016 (Oct 13-16) calendar many gaming sites and podcasts go with. I think it’s a good timeframe, as games that come out at or after Essen don’t have much time to get played before the end of the calendar year. Also note that I haven’t played everything out there, so this list may change over time!)

Honourable mention 1: Kansas Pacific (David V.H. Peters/Winsome Games/Queen Games). This is another great entry in the line of Winsome Games rail games re-released by Queen Games with nicer components (others include Chicago Express, German Railways, Paris Connection (also by the same designer) and Locomotive Werks), and it has some unique elements. There’s an excellent mix of pressure to rush across the board (only three of the six companies can reach the end, and it’s rare to see three actually do it, plus many cities offer more rewards if you’re there first) and penalties for haste (track’s much more expensive if you build a lot of it, and sticking close to your starting point can pay off too). Granted, this was actually a 2009 release from Winsome, but the deluxe Queen version came out this past year after Essen 2015. If you’re into train games, this is highly recommended.

Honourable mention 2: Tiny Epic Galaxies (Scott Almes/Gamelyn Games). This is my favourite of the Tiny Epic series so far, offering some really cool decisions. It’s a die-roller, but there are tons of ways to use and/or mitigate particular roles, and there are plenty of paths towards victory. Do you use planets for short-term actions or try to colonize them? Will your opponent get there first? How much effort do you put into upgrading your empire? The solo game in this is excellent, and I like it with two or three players too. However, it does feel like it bogs down with four or five; this may be player-dependent (those prone to analysis paralysis are really going to slow this one down, as there are so many possible options), but it’s a game I’d rather play with a small group, and a group that plays quickly. Overall, this is another excellent game from Almes (who I’ve been a big fan of since his very-underrated Kings of Air and Steam.) I Kickstarted the Beyond The Black expansion, and am looking forward to seeing what it adds.

Honourable mention 3: Potion Explosion (Stefano Castelli, Andrea Crespi and Lorenzo Silva/Horrible Games/Cool Mini or Not): This came out in 2015 in Italy, but CMON brought it to North America in 2016. It’s a very cool game that brings a Bejeweled-like Match Three feel to the tabletop, with some neat twists (especially when it comes to using potion powers). My non-gamer wife says it’s her favourite game, and we’ve had a great time playing it together. Highly recommended as a gateway game for anyone who likes that sort of Match Three gameplay.

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Honourable mention 4: 504 (Friedemann Friese/2F-Spiele/Stronghold Games): 504 might be the most unique game I’ve ever played, as it’s 504 different games in one box. It’s a fascinating game design experiment, and it works generally well, as long as you’re able to figure out the different modules’ interactions. It also gets better as you play it (even using different modules each times, you get more used to some of the central concepts on subsequent plays). It’s an excellent game to explore, but one challenge is getting it to the table; it’s not always an easy sell to people, and it’s not terribly easy to explain any particular setup. Still, this can be a lot of fun, and I look forward to exploring it more.

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Now, the actual list…

10. Hands In The Sea (Daniel Berger/Knight Works): I love Martin Wallace’s A Few Acres of Snow (despite the complaints about a dominant strategy), and this game from Berger and new publisher Knight Works feels like an even better version of it. The Rome-Carthage First Punic War setting is perfect for this, and the deck-building system feels perfect for a clash of those empires; the bigger your empire gets, the more difficult it can be to manage. There are some excellent twists in this one, too, including naval combat/interdiction/support, events and strategies, a neutral city (Syracuse), and more. I’ve played this one a couple of times so far and have quite enjoyed it; I’m looking forward to exploring it even more. Check out Dan Thurot’s excellent review if you’re interested in learning more on this game. Read more

Review: Rocky Road à la Mode is a cool (get it?) union of engine-building, time tracks and multi-use cards

Dawn Wednesday saw Josh out in his ice cream truck, trying to figure out his plan for the day. The heat was already at 80 degrees, and the forecast was for a scorcher, one he could take advantage of. But how to do that? Should he fill his truck with blue raspberry bars and head for the beach, grab orange popsicles and travel to the community pool, focus on the raspberry soft serve popular at the park, or stockpile a mix of everything for the diverse crowd at the baseball field? Should he keep stocking up, or try to quickly attract customers? And what about the competing trucks in this cutthroat corner of the ice cream world? Would he be able to beat them to the rocket pop supply and the key locations? Despite the truck’s air conditioning, sweat was already building on his face…

Rocky Road à la Mode

Published: 2016 (Currently on Kickstarter, through Wednesday, July 20: $19 for base game, $25 for base game and separate Dice Cream game)

Designer: Joshua J. Mills

Artist: Adam P. McIver

Publisher: Jason Kotarski/Green Couch Games

2-4 players

Ages 10+

30 minutes

Thanks to Green Couch Games for providing a review copy! Art and components pictured are not final.

Rocky Road à la Mode feels like a fully-loaded banana split, loaded with all kinds of ice cream scoops and toppings that shouldn’t necessarily go well together, but yet somehow do. To borrow from Stefon, this game has everything: time tracks! Multiple actions in a row! Multi-use cards! Permanent bonuses! Races for certain conditions! Based on everything going on here, you’d expect this to be a big, complex and long game, but it’s not at all; it’s easy to teach, easy to learn, plays in 30 minutes or less and fits perfectly with Green Couch Games’ excellent line of small-box games, delivering depth, strategy and replayability at a low price point with a small number of components. Read more

Review: Hand-Off: The Card Football Board Game balances approachability and simulation

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The national championship all came down to this. Inside the final 30 seconds, Les’ team was down by a touchdown, but his careful playcalls had put them into position to go for the end zone all in one shot. Would the opposing coach be able to figure out their plan and come up with a defence that could stop it, though? No battle plan survives first contact with the enemy. With Les’ timeout coming to an end, he gulped and called the play…

Hand-Off: The Card Football Board Game

Published: 2010

Designers: Fabio Del Rio and Paolo Del Rio

Publisher: CSE Games

1-4 players

45 minutes

Thanks to CSE Games for providing a review copy!

A big part of the challenge in making a sports board or card game is that there are two somewhat-separate markets out there for it; sports fans who don’t normally play hobby games, and hardcore gamers who have an interest in sports. Thus, companies looking to appeal to both need to find a way to make it approachable enough for new gamers drawn in by the sports theme while still deep and strategic enough to entertain veterans. There’s also the line to walk between providing a quick and simple game or one that accurately simulates the sport in question. It’s a tough balance to find, but CSE Games has done it quite well with their Hand-Off series. They’ve come up with a game that’s easy to get into and play, but one that still has strategic depth and works well as a football simulation. Most importantly, they’ve come up with a game that’s fun. Read more

Review: Fleet provides an often-replayable quick engine-building game for low cost and space

Eric poured through the reports on his desk, looking out the window at the ships filling up the icy waters of Nunavut’s Ridback Bay. Things were working well for his fleet, with the shrimp and lobster boats both bringing in significant hauls, but now he faced tough decisions about what to do with the profits. Should he invest further in shrimp and lo to try bsterand control those markets? Opt to diversify, branching out into cod, tuna, or king crab? Build a processing fleet to control the next step of production? Or even just buy the dock’s pub to make money off the thirsty returning fishermen? All of those possibilities seemed to provide ample room for profit, but there were his rivals to consider, too. What would they do, and what opportunities would that leave for Eric?

Fleet:

Published: 2012

Designers: Ben Pinchback and Matt Riddle

Publisher: Eagle-Gryphon Games

2-4 players

30-45 minutes

(Note: this is a review just of the base game. I plan to write a review of the Arctic Bounty expansion in the future.)

I picked up Fleet a few years ago on a whim, mostly thanks to its theme. Fishing an unexplored bay in Nunavut sounded like a lot of fun, and was certainly different than anything else I had in my collection. Imagine my surprise to find out years later from the excellent designer diary that this didn’t start with a fishing theme at all, but rather as a game called Imperials, based around continents and cities. In the end, that game would be just fine as well, as there’s a rock-solid engine here that would provide plenty of fun regardless of what the game’s about, but I think the fishing theme actually translates pretty well, and it definitely helps the game stand out. It’s certainly not a theme-first game, or an overly-detailed fishing simulation, but it’s a unique engine-building game that gives you the sense of building a fishing fleet, either cornering one kind of the market or diversifying amongst different fish, and it’s one that provides a high level of replayability and interesting decisions for a low cost, a short play time and minimal table space. From this corner, this is a sure keeper, not one to throw back.

The inside of the Fleet box.
The inside of the Fleet box.

What’s Fleet all about? In a word, multi-use cards, which is a key reason it’s able to deliver such a solid experience without a huge number of components and for a low price. Setup is pretty quick, only requiring giving each player one of each boat card, modifying the numbers of available licenses and fish crates depending on the number of players, and setting the premium licenses further down in the deck. The boat cards you get can be used as boats, captains, or money to pay for licenses and launching boats. The goal’s to get the most victory points, and there are multiple ways to do that. Each launched boat is worth a certain number of victory points (depending on the boat type), and each crate of fish on a boat at the end of the game is worth one victory point. Each basic license you buy is worth a certain number of victory points (depending on type), and premium licenses are worth more (to be discussed a little later). Read more

Review: Fantasy Fantasy Baseball is a new spin on a growing genre

Azarius The Great had faced many formidable obstacles in his years of wizardry, from obnoxious students who couldn’t control their fireball spells to portals from the Dungeon Dimensions to the backstabbing politics of the university itself, but now he was facing his greatest test; winning a fantasy baseball league. It was the final matchup, and he’d sent Chipper Azog of the Brave Orcs to the plate, swinging his axe. It was a tough test, though, as the opposing team had Zombies’ pitcher Petitite Zandy, who mowing down batters like he was eager to dine on their brains.

Zandy started off with a down-the-middle fastball Azog took for strike one, then missed the corner with a curve. He then tossed a changeup, and Azog swung and missed. Azarius wasn’t worried about the 1-1 count, though; he had Hammer Orcson on the bench, and could summon him to boost Azog’s RBI potential. His team really needed to win that stat in order to take home ultimate victory. But, disaster! Before the attempted summoning, treacherous opposing manager Zariel The Learned activated the Hibernate ability of fierce second basebear Ryno Berg, causing Orcson to take a nap. With Azarius unable to further affect the outcome, it was all up to Azog, and as the pitch came in, he swung…

Fantasy Fantasy Baseball

Published: 2016

Designers: Daryl Andrews and J.R Honeycutt

Publisher: CSE Games

2-5 players

20-50 minutes

Thanks to CSE Games for providing a review copy! 

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The box art for Fantasy Fantasy Baseball.

Board and card games with a fantasy theme are pretty common, and we’re seeing more and more games with a baseball theme recently (Baseball Highlights: 2045 and Bottom of the Ninth are a couple of good examples), but about a fantasy sports game? With fantasy creatures? That’s a much more unusual mash-up, and if it sounds appealing to you, you should check out Fantasy Fantasy Baseball. The game’s currently on Kickstarter (through Dec. 23, 2015) and has already shot past its $7,500 U.S. goal. You can find the project info and its video on the Kickstarter page here. Read more

The Play’s The Thing: Monsters, economics, and time travel, oh my!

Here’s another installment of The Play’s The Thing, with quick mini-reviews of what I’ve been playing this week.

One Night Ultimate Vampire

Published: 2015

Designers: Ted Alspach, Akihisa Okui

Publisher: Bezier Games

3-10 players

10 minutes

We played a few rounds of this deduction game with six players at game night Tuesday. I quite like One Night Ultimate Werewolf, the predecessor to this, and ONUV has a very similar feel with a few twists. You’re still assigned a secret role, perform your role’s actions when called by the moderator (either from the game’s app or a non-playing person), and try to identify the vampire in a discussion and vote at the end, but there are some substantially different roles, and there are other differences as well. The main one is the ability for certain roles to hand out hidden marks, which can alter other characters’ teams, ability to take actions and more. The marks can be quite interesting in certain cases, adding some complexity and variation to the game, but they don’t always work out perfectly depending on which roles wind up in the middle. Overall, I think I’d take Werewolf over Vampire, and both are mainly an occasional filler for me, but this may be a good new twist on the game for those who play ONUW a lot and are looking to shake it up.

Transylvania: Curses and Traitors

Published: 2015

Designers: Loren Cunningham and Jamie Cunningham

Publisher: WIBAI Games

3-6 players

45 minutes

Exploring the board in Transylvania: Curses and Traitors.
Exploring the board in Transylvania: Curses and Traitors.

We also played this Tuesday, and it felt a little underwhelming for me. Part of that may have been playing it with six, which substantially lengthened the time (it wound up taking closer to two hours than 45 minutes), and some of that may have been analysis paralysis on the part of one group member (who wound up winning despite that), so it may work better in smaller groups or with people more willing to take quick turns (it is quite possible with this). Even beyond this, though, this didn’t really work for me; there’s a feel of games like Arkham Horror or A Touch Of Evil, as you’re moving around and dealing with challenges to try and gain sets of cards in order to win, but there seems to be less strategy in this one. You don’t know what the challenges are until you flip them, so you can’t target ones that work with your character’s abilities, and none of the different locations really seem to offer much. There’s also a dramatic variance in the rewards from the cards. Some people never pulled any of the knowledge cards needed to win or anything that substantially boosted their abilities, while others got exactly what they needed. It also doesn’t really feel like there’s a chance for everyone to keep working towards a way to win. The twist of death possibly turning you into a monster and changing the win conditions is interesting, but this wasn’t a game I loved, and it’s not one I’d seek to play again.

Aeroplanes: Aviation Ascendant

Published: 2012

Designer: Martin Wallace

Publisher: Mayfair Games, Phalanx

3-5 players

120 minutes

Managing route networks in Aeroplanes.
Managing route networks in Aeroplanes.

I got to play my copy of this for the first time in over a year with some friends Thursday, and it was just as much fun as I remembered. Wallace is one of my favourite designers, and this is a very good design of his, translating the feel of building early airline networks very well with danger rolls for difficult routes, passengers needing to go all over the globe, and different planes with different capacities. There’s a money-balancing aspect, an area-majority aspect, three different eras of scoring, plenty of different strategies to target and much more. It all adds up to a pretty fun game for those who enjoy reasonably-tight economic Eurogames. I was edged out in the area-majority and profit scoring in the last round, but mounted a comeback thanks to some high-scoring passenger tiles (hurrah for Australia!).

Tinner’s Trail

Published: 2008

Designer: Martin Wallace

Publisher: Treefrog, IELLO, JKLM, more

3-4 players

60-90 minutes

Mining for copper and tin in Wales in Tinner's Trail.
Mining for copper and tin in Wales in Tinner’s Trail.

This was my first time playing this game, but it’s another very solid Wallace design. It’s about mining copper and tin in Cornwall, with a few neat twists; each area has water that makes mining more expensive, and there are various ways to try and drain the water (pumps, ports, trains and more) and increase your mines’ production, but all of those take substantial amounts of time. There are tensions about which actions to take and when, there’s tension in the price market (which fluctuates every round, and you always have to sell all the metals you’ve mined each round regardless of what the price is), there’s tension in whether to target known parcels of land in the auction or gamble on the ones where the minerals are yet to be revealed, and there’s tension in how much to invest and when (earlier investments bring more victory points, but may take money you need later). I wound up on top thanks to a great third round. I had a blast with this, and would happily play again.

Betrayal at House on the Hill

Published: 2004

Designers: Rob Daviau, Bruce Glassco, Bill McQuillan, Mike Selinker, Teeuwynn Woodruff

Publishers: Avalon Hill, Wizards of the Coast

3-6 players

60 minutes

Exploring the mansion in Betrayal at House on the Hill.
Exploring the mansion in Betrayal at House on the Hill.

This was a great way to cap off game night Thursday; it’s another game whose theme works around Halloween, but for my money, this is one far more interesting than Transylvania. It has some of the same problems in that you don’t know what events will come up in certain areas, and there’s a lot of randomness, but it just feels much more fun. It’s scenario-based, and the first half of each game starts with you all just exploring the house before the haunt kicks in, but each haunt has very specific rules and ways to win, and the ones I’ve played through felt like they were well-balanced with good chances for both sides to win. The whole game feels very thematic, and it goes quickly; 60 minutes or less is an appropriate length for it. Moreover, there’s a ton of replay value, as many of the scenarios are quite unique; the one we played Thursday had one explorer having nightmares which were escaping the house, and the rest of us trying to wake him up before too many get out into the world. It led to a lot of tension, and us finally waking him up just before the final nightmare escaped. This was another solid play of this, and one that was a lot of fun.

Chrononauts

Published: 2000

Designer: Andrew Looney

Publisher: Looney Labs

1-6 players

30 minutes

Chrononauts after some timeline-flipping.
Chrononauts after some timeline-flipping.

I covered this game a bit last week, but played it again with my wife Sunday and then played a couple of solo games Sunday afternoon. This is still holding up very well for me. The multiplayer game, which has three ways to win (align the timeline so you can get home, collect the artifacts to complete your mission, or just assemble power by gathering a hand of 10 cards), is a fun and often chaotic jaunt, with you each interfering with each other’s plans frequently. It’s much more strategic than Fluxx and its variants (also from Looney Labs), but it has some of that feel. The solo game, on the other hand, is much more controlled, but just as difficult; you have to get eight different time-travellers home in a single pass through the deck, which leads to tough decisions on when to flip which event. This carries the time-travel theme very well, and I’m not only happy to keep playing it, but will probably be looking to pick up some of the expansions down the road.

Thanks for reading! Have any thoughts on these games, or anything else you’d like to see on Board and Game? Leave them in the comments, or discuss them with us on Twitter or Facebook.

Review: NHL Fastrack is a fun, light, and addictive dexterity game

You had a simple mission: get all 10 pucks to the other side. It sounded so easy, but that was before you and your opponent started frantically firing pucks at each other. Now, for every puck you get to the other side, there seems to be another coming back. Can you keep up with their pace? Will you have the accuracy needed to squeeze pucks through the hole? Or will all the pucks be in your side at the end?

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A look at the board.

NHL Fastrack

Published: 2008

Designer: Jean-Marie Albert

Publisher: CSE Games, BlueOrange Games

2 players

5-10 minutes

Thanks to CSE Games for providing a review copy! 

What the NHL Fastrack box looks like.
What the NHL Fastrack box looks like.

NHL Fastrack is one of the more interesting dexterity games I’ve come across, and one that might be well-suited for a wider crowd, not just traditional hardcore gamers. The concept’s incredibly simple, but can lead to a lot of fun. You have a rectangular board painted like a hockey arena, complete with faceoff circles, NHL team logos along the side boards, a launching elastic on each side, and a middle wall with only a small opening. Each player receives five hockey pucks and then, once you start, has to simultaneously use their elastic to launch pucks through the opening to the other player’s side. The game ends when all 10 pucks are on one side, and that’s all there is to it.

The back side of the NHL Fastrack box.
The back side of the NHL Fastrack box.

This leads to an entertaining frenzy, though. You want to fire pucks as quickly as you can, but that can diminish accuracy, so you have to strike a balance between lining up your shots and just blasting away. Also, pucks will frequently arrive at the slot at the same time or get stuck in the central slot, causing ricochets and adding to the chaos.

All the rules you need!
All the rules you need!

Pucks will occasionally flip up and over the central divider and into the opponent’s zone, which is legal, but if they sail outside of the arena entirely, they’re “in the penalty box” and out of play for the rest of the round (so then you only need nine on your opponent’s side to win). A single round can range anywhere from two to 10 minutes, depending on how evenly matched the players are and how much luck each gets, but both quick, frantic duels and longer battles of attrition can be quite fun.

A close-up of the board.
A close-up of the board.

The fun is where this one shines, and it’s what makes it suitable for a wide crowd. There isn’t a ton of strategy here, but there also aren’t a ton of rules or a long playtime, making this quick to explain and easy to get people into. Also, simply launching pucks with the elastics is a blast. This game proved to be a hit at a friend’s bachelor party this year, with all sorts of people getting into this and even a mini-tournament being formed. It’s a game that can be played in a beer pong setting or a more serious one, and it works fine for a whole tournament or just a few rounds with two people.

NHL Fastrack in action!
NHL Fastrack in action!

There are a few downsides to this. If you want more strategy in your dexterity games, this isn’t the one for you; games like Flick ‘Em Up and the upcoming Cosmic Kaboom might fill that niche better. If you want a firm hockey experience, too, this isn’t really the game for you; using pucks and having the NHL license is cool, but this is much closer to air hockey than actual hockey. (Games like NHL Ice Breaker may work better there.) Also, this is limited to just two people at a time, so in a larger setting, you’ll need to take turns or set up a tournament. That works fine, as rounds are short and this is fun to watch as well, but this may not be the pick if you want to get a large group all involved at once.

Another action shot.
Another action shot.

With that said, though, NHL Fastrack does a great job of providing a fun, light game. It’s highly addictive and replayable; you’ll probably have at least a couple rounds every time you’ll pull it out. It’s something that will interest a lot of people, and even if it’s not a hit with someone, the short round time means you haven’t locked them into something long-term.

It’s well-made, too; the elastics on my copy are still holding up perfectly after at least 50 rounds have been played on it, and the official NHL logos on the pucks haven’t faded much at all. The pucks do tend to get some scratches, which doesn’t bug me much. They also do tend to leave some black marks on the white ice of the board after repeated plays, but those can be easily cleaned off with a sponge or a magic eraser; my copy still looks good even after this many plays. This is a game I’m happy to have, and one I’ll likely pull out at times for years to come.

What the board looks like after over 50 plays (after a little quick-and-easy cleanup with a magic eraser). You can see specks where the coating on the pucks is starting to come off, but the logos are holding up well.
What the board looks like after over 50 plays (after a little quick-and-easy cleanup with a magic eraser). You can see specks where the coating on the pucks is starting to come off, but the logos are holding up well.

The Play’s The Thing: Clockwork customers, cosmos conquest, Cuban cigars, caught between cities and chronological campaigns

Welcome to another installment of The Play’s The Thing, a regular piece with thoughts on the board and card games I’ve been playing. Here’s what I’ve played over the past week. 

Steam Park

Published: 2013

Designers: Aureliano Buonfino, Lorenzo Silva, Lorenzo Tucci Sorrentino

Publisher: IELLO, Heidelberger Spieleverlag, others

2-4 players

90 minutes

The Steam Park box.
The Steam Park box.

My wife and I played this one this weekend, and we both had mixed feelings on it. There’s a cool theme of building a steam-powered amusement park for robots, and it incorporates real-time elements, die-rolling, resource management, bag-building and spatial placement into a design that’s still relatively light and fast. You’re trying to build a park that will leave you with the most money after six rounds, and you’re doing so with dice. Each face of the custom dice lets you do different things, and all players roll all their dice, locking in ones they want to keep after each round. You can reroll as many times as you want, but there are rewards for stopping and grabbing turn order tiles; once there’s only one tile left, that player takes a dirt penalty (dirt is bad, and can cost you the game entirely if you get too much or cost you money otherwise) and has just three remaining rolls to try and get what they want. Dice let you build rides or stands, play bonus cards for money, seed the bag and then try to pull visitors from it that match the colours of your rides, or clean up dirt. Rides let you attract visitors (who give you money each round), while stands give you special powers to manipulate your dice, your visitor draws, your dirt cleanup and more.

A closer look at my Steam Park.
A closer look at my Steam Park.

All of this works quite well, but one big challenge is the spatial placement; the game rules only allow you to place rides or stands of the same colour adjacent to each other (and even then, they can only touch at one spot), while everything else can’t touch orthogonally or diagonally. You also can’t buy two rides of the same size in one round. Given how small the starting grounds are, this leads to a significant slowdown when trying to figure out how to optimally place rides, and also plenty of dice being spent on extra grounds to expand your park (but these don’t even expand it by that much, creating placement tension again). The idea of rewarding you for specializing in one colour (something that also works with the bag-seeding idea) isn’t bad, but this seems to be an awfully-finicky process for what’s generally a light game, and it feels very restrictive. (That could be easily modified with house rules if it bugs you, though, and the tension of placement may appeal to some.) A more minor knock is that the theme’s present, but could maybe be worked in more; each ride looks different (there are roller coasters, slides, etc), but they all behave the same way, so this isn’t necessarily a full theme park simulator. It doesn’t provide the same feeling for me as something like the great computer game Roller Coaster Tycoon. With that said, though, this is still an interesting game, and one that can be quite fun. You should just be aware of what it is and isn’t before buying and/or playing it.

An overall look at Steam Park.
An overall look at Steam Park.

Tiny Epic Galaxies

Published: 2015

Designer: Scott Almes

Publisher: Gamelyn Games

1-5 players

30 minutes

A look at Tiny Epic Galaxies.
A look at Tiny Epic Galaxies.

Scott Almes is one of my favourite designers out there, producing the tremendous Kings of Air and Steam (one of my most-loved games), the brain-burning Harbour, the Tiny Epic series and a whole bunch of upcoming ones, including Best Treehouse Ever, Loop Inc., The Great Dinosaur Rush and more. I think he’s found another hit with this one; I’ve played it both solo and with a five-player group, and it shines in both settings. This is one of the fastest-playing 4X space empire building games you can find (Eminent Domain: Microcosm‘s even quicker, but that’s about it), and it has some neat mechanics; you advance in two resources (energy and culture, which let you reroll or follow others’ actions respectively), you can land on planets and immediately use their actions or go for the longer process of adding them to your empire through diplomacy or economics, and you can upgrade your empire to roll more dice and bring in more ships. The multiplayer game is great, and the solo game stands up to it, finding a way to provide a terrific experience (with variable difficulty levels) that keeps most of the feeling of the multiplayer game without too much fiddling. I played this one solo this weekend, and had a blast with it, as usual.

Another look at Tiny Epic Galaxies.
Another look at Tiny Epic Galaxies.

Mafia de Cuba:

Published: 2015

Designers: Philippe des Pallières, Loïc Lamy 

Publishers: Lui-même, Asmodee

6-12 players

10-20 minutes

My friends opted to open up game night with a seven-player game of this Tuesday, and it’s pretty interesting. It’s a social deduction game along the lines of One Night Ultimate Werewolf or The Resistance, but the difference is that each player gets to pick their role. A cigar box full of diamonds and role tokens is passed around, and everyone can either steal diamonds or grab a role. Each role has different win conditions, as you’d expect. The godfather then starts interrogating people to try and figure out who’s stolen his diamonds; loyal henchmen want to help, thieves don’t want to be accused, FBI agents want to be accused, and the driver wants whoever’s on his right to win. This was quite interesting for the first few rounds, but overstayed its welcome a bit for me; we opted to play a full seven rounds so everyone could be godfather (as where you are in the selection order does alter things quite a bit), and that felt like too much for me.

Between Two Cities

Published: 2015

Designers: Matthew O’Malley, Ben Rosset, Morten Monrad Pedersen

Publisher: Stonemaier Games

1-7 players

20 minutes

We then went into a seven-player game of this, and I loved it. It’s 7 Wonders-style card drafting, but you’re building cities like in Suburbia, and the twist is that you have to build two cities simultaneously, one with each neighbour. Your score at the end will be the score of your lowest city (à la Tigris and Euphrates, plus lots of other games), so you have strong incentives to try and advance both and to work with both your partners (and what they’re doing with their other partners). It plays very quickly, even with seven, and there’s lots of strategy involved both in what cards you place and where you place them. I wound up winning this one in the end. It’s not surprising that I had so much fun with this, considering that it’s from designers I quite like (Rosset did the great Brewcrafters, while O’Malley has done The Princess Bride: A Battle of WitsDiner, Knot Dice and more, and Pedersen is a Stonemaier developer who particularly specializes in creating solo variants) and a publisher with a great track record (I’ve enjoyed lots of Stonemaier Games’ different offerings, including Viticulture, and Jamey Stegmaier’s blog is terrific), but this was still a terrific experience.

One of my cities from Between Two Cities, mid-construction.
One of my cities from Between Two Cities, mid-construction.

Chrononauts

Published: 2000

Designer: Andrew Looney

Publisher: Looney Labs

1-6 players

30 minutes

We split off into two groups to finish off the night Tuesday, and I played this one (I’ve been wanting this for a while, but just got it as a present from my wife) with two others. It’s such a fun time-travel game, with clever ways to alter and rewrite history and a great ripple mechanic. The multiplayer game has multiple ways to win, including acquiring the three artifacts needed for your mission, changing three moments of the timeline so you can get home, or accumulating enough power (10 cards) to dominate in the timeline you’re in, and it also has some excellent interaction between players as you each try to alter the timeline to what you need (and even that can change over time; our game saw President Kennedy flip-flop from dead to alive about five times, with the same player changing his status multiple times to take advantage of certain cards). It’s not a complicated game, and there is luck involved, but there’s plenty of strategy as well, and history buffs like myself will likely love it; there are very funny moments in this too, both from the cards and from player interactions. The solo game is also terrific, but very different, providing the challenge of manipulating the timeline to get all eight of your travellers home.

A look at the timeline of Chrononauts, set up for a solo game.
A look at the timeline of Chrononauts, set up for a solo game.

Thanks for reading! Have any thoughts on these games, or anything else you’d like to see on Board and Game? Leave them in the comments, or discuss them with us on Twitter or Facebook.

 

Review: Viceroy provides a satisfying and clever pyramid scheme

“Viceroy! Their general is advancing on us, and they’ve sent an assassin as well! Should we bolster our scouting network, improve our army or mine for more gems? Will science, magic or defence save us? Can we pass a new law to get the populace on our side? We await your instructions, sir!” 

Viceroy 

Published: 2014

Designer: Yuri Zhuravlev

Publisher: HobbyWorld, Mayday Games, others

1-4 players

45-60 minutes

How Viceroy looks with the added gems and playmat.
How Viceroy looks with the added gems and playmat.

Viceroy‘s a short civilization-themed tableau-building game, with the tableau taking the form of a pyramid of cards that you play in front of you, and one of the neat twists is that the character cards (most of the cards you’ll be obtaining and playing) have different powers depending on what level of the pyramid they’re on. You’re also building different economic engines, collecting various sets and competing in auctions, which can result in mutually-beneficial arrangements or tough jockeying for particular cards. The thematic idea is that you’re creating your own kingdom and going up against others in the fantasy world of Laar, generating resources, magic, science, offence and defence. All in all, it makes for a satisfying brain-burner that can be played in an hour or less, one with significant replay value and a solid solo game. However, while there’s a lot to love here, and while it’s a game that thoroughly works for me, it also feels like one that’s definitely not going to be everyone’s cup of tea. Read more

The Play’s The Thing: Orange rush, Cinderella crush, code hush

Welcome to a new Board and Game segment, The Play’s The Thing. (Yes, inspired by Hamlet; hopefully it ends with less death and destruction!) These will be reports of different gaming sessions I’ve participated in. Here’s the first one, from a gaming session with friends Tuesday:

California Gold

Published: 2015

Designer: Patrick Stevens

Publisher: Numbskull Games

3-5 players

120 minutes

California Gold is a pretty intense economic game, focusing on farming oranges in California. Each player is running their own co-op and trying to add orange groves to it; groves pop up in the different counties of California, and you can only collect them by building packing houses there and spending an action to take the card. The more orange groves you have, the more money you’ll collect; Valencia oranges are worth one dollar per card, while Washington Navel oranges are worth two dollars per card, but are more vulnerable to weather that can keep you from collecting from them.

The grove cards also come in sets that help you gain influence with different railroads, bringing in even more money. You’ll get money for each train token you’ve placed (which requires three grove cards with that railroad’s symbol), and more money if you have more trains with that railroad than anyone else. You’ll need more packing houses to get these cards, though; you start with one in one county, and to get a card, you need to have a packing house with capacity (each can hold three cards) in the county the card is from. Each packing house you build both costs money itself and makes it more expensive to keep your workers happy (something you have to pay for every round, or risk being affected by strikes), so you have to carefully consider your timing in expansion, and also which rivals you’ll be competing with in a particular county.

Money and actions are tight in this game, especially early on. You have to build a significant engine to make your collect dues actions efficient, but to get there, you’re going to have to carefully grab cards early on and also monitor what your opponents are doing. Later in the game, money becomes less of a problem, but there are more things you have to invest in, such as advertising to boost your revenues, additional buildings such as nurseries and agencies to give you free actions, and political lobbying and infrastructure improvements to protect yourself from attacks.

California Gold, early in the game.
California Gold, early in the game.

Attacks? Yes, there are attacks. What separates this from a lot of economic simulators like, say, Power Grid, is that there’s a ton of direct interaction as well. Competing for cards is one thing, and one of the possible actions you can do is to wipe and refresh the deck of available cards (which can be very mean if the next person’s targeting some; however, you only get two actions per turn, so you can’t do this regularly), but what’s even stronger are the event cards. Each player has a hand of six of these, and the start player in each round gets to play one (and then draw back up to six). Most of them are nasty effects that go off under certain conditions; for example, a drought prevents those who haven’t taken the irrigation action from collecting dues this round. This is done in a cool way; the one-per-round mechanic keeps them from getting overpowered, the necessity of playing one (and not requiring an action to do so) means that players both can’t opt out of it and can’t go for an attack-focused strategy, and the choose-one-from-six gives players far more agency than a random event deck would have. Also, it’s nice that while most of these effects are damaging, the majority are about preventing players from doing something for a round than taking something away from them. Thus, they’re more delaying than destructive, providing interactivity without stealing a player’s hard-won cards (important, considering that the win condition is collecting a certain number of groves).

I had a lot of fun with California Gold, and not just because I wound up winning with 21 groves. There are plenty of interesting decisions in this one, and it’s a great underutilized theme with what looks like an impressive attention to historic detail (while still keeping it game-focused). Our play with three players (and the Northern Counties expansion) did take a little over the listed 120 minutes, and the others said it felt a bit draggy at the end and is better with more people (which doesn’t necessarily make it take longer, as the numbers of groves to collect for victory decrease), but I enjoyed it fine with three. If you like economic games, and also like more interaction than they often provide, this may be one to check out.

Too Many Cinderellas

Published: 2014

Designer: Nobutake Dogen, Nao Shimamura

Publisher: Grail Games

2-4 players

10 minutes

Too Many Cinderellas.
Too Many Cinderellas.

We played this fun little filler Tuesday after wrapping up California Gold. A fourth player had joined by this point, so we had a few quick rounds of this. In summary, Too Many Cinderellas features 18 possible Cinderellas, each with traits and rules. The traits, along with the Cinderella’s number, help determine if they are the real Cinderella if left in your hand; the rules come into effect if you play them to the table instead, and help restrict who the real Cinderella is. Perhaps she isn’t young, or doesn’t like ice cream, or doesn’t have glasses. Players get four cards and take turns playing one until everyone has two left in hand. After playing a card, there’s a vote to see if its rule will take effect; everyone else has the opportunity to reveal a “No,” which nullifies the rule, but which each player can only do once per game. This leaves everyone with two candidate cards, plus one revealed off the deck. The real Cinderella is the one numbered closest to 1 (unless the cat has been played, which reverses the numbers). A good quick game; there’s only some strategy, and a lot of chaos, but it has fun moments.

Codenames

Published: 2015

Designer: Vlaada Chvátil

Publisher: Czech Games Edition

2-8 players

15 minutes

Codenames.
Codenames.

Codenames is a blast, and is quickly becoming one of my favourite party games. There are two- and three-player variants that I haven’t played yet, but the base game with 4+ is fantastic. You divide into red and blue teams, each with a spymaster, deal 25 clue cards out of a deck, have the spymasters look at a location card that shows which word card corresponds to which agent, and then have them proceed by giving their team one-word clues with a number of words the clue links to. (For example, “Imperial 2” might mean “tie” and “fighter”.) The team must then discuss among themselves (if there’s more than one team member guessing; with four players, each team has just one spymaster and one guesser) and point to the card they think is indicated. If they’re correct, an agent of their colour’s revealed, and they can take another guess. If they’re incorrect, it can be a bystander (neutral, but ends the turn), an enemy agent (helps the other team advance towards winning, ends the turn) or the one lone assassin (instantly ends the game in a loss for the team that picked it). The winning team is the team that reveals all of their agents first, nine if they received the first turn or eight if they didn’t.

Codenames is very simple and easy to learn, but has tons of replayability, and forces your brain to think hard and make clever connections. It may be somewhat better with groups that know each other at least somewhat and know what references they can make, but there are enough connections between these words you can get there without too much trouble most of the time. I’ve played this three or four times so far and had a blast each time. This is currently the top-ranked party game on BoardGameGeek, and it might be the best one I’ve played too.