This is a continuation of my game reviews of
games played at Lone Star Gaming Fest 2011.
In Part 1
I reviewed Hamsterrolle (a.k.a. Hamster Wheel), Inca Empire, Defenders of the
Realm, and Martian Dice (along with Zombie Dice).
Endeavor (3-5 players)
Endeavor
is set in the Age of Sail and you are attempting to build your empire to score
the most points when the game ends. Your
empire is a separate board from the main board where you keep track of
buildings built and resource “tech” levels, plus resource cards from overseas
colonies.
I was hoping for a more “conqueror the
board”-style game and this isn’t it.
This is more of a “build up our ability to do things so you can do more
things”-style game. You start with the
same “tech” as everyone in four categories: “buildings”, “people”, “recycle
people”, “hand size”. These are not
their actual names, but what they do.
“Buildings” determines what level of building you can build, with higher
level buildings being more flexible in granted abilities or just more of
them. “People” is how many tokens you
get at the beginning of the turn to do things with. “Recycle People” lets you pull people off of
buildings (jobs) they were put on last turn, both giving you more people to do
things with this turn and clearing the buildings to be used again. “Hand size” is how many resource cards you
can hold at the end of your turn, starting at one and going up to five.
Buildings are the primary way to get actions
beyond “put a guy in an empty space in Europe”.
You need buildings to sail to the other parts of the world, buildings to
attack places settled by other players, and buildings to draw resource cards.
I did everything wrong in this game. I built a barracks to seize a site in Europe
from another player to grab a resource when I should have either built a
building to improve the resource or (more likely) built a building to so I
could sail to other areas and get the resources without losing a guy to
combat. Because my ability to go
overseas was limited to the use of one-shot tokens I captured during play, I
was hindered in doing just about everything else. Not surprisingly, I came in last.
I want to play this game again, knowing what I
know now. This seems to be that kind of
game where the first time you play you get drubbed but learn how the game
really works. I’m not certain I’d buy
this game right now, it depends on how my replay goes. If you like a resource development game, this
game should work for you.
Shogun (2-4 players, but really, you need 4 players)
Shogun
is an old fashioned “conqueror feudal Japan” game, which I like.
The game is technically eight rounds long, with
each round being a season (Spring, Summer, Autumn, Winter), but the winter
season is mostly checking for revolts due to lack of rice and scoring
points. In each round (except winter),
ten actions are taken in a random order determined by shuffling a deck and
dealing out the actions. The first five
are dealt face up, the second five face down.
Players perform each action together in player order. Actions are assigned at the beginning of each
round by placing one of your territory cards face down on your action board
(shows the ten actions and gives a place to play one card for each) in each
space. You also have five cards for
bidding on turn order, which can also be put on regular actions to indicate you
are not performing that action. You have
to place a card on each action and only one card, so you are going to do each
action only once per round, including gather rice to feed your army and raise
taxes to pay for things (like building castles, temples, and No theatres and
raising more troops). There are two
attack actions, so you can attack twice, but from two different regions.
Oh, and remember that you only know the order of
the first five actions when you are planning, the next five will be revealed
one at a time as the round progresses.
Hope your raise taxes action happens before that territory is captured.
Armies are represented by cubes and combat is
done by putting invading cubes and defending cubes into a dice tower and
comparing what comes out. Cubes will get
stuck in the tower and reappear later, which adds randomness to the combats. Territories produce different amounts of rice
and taxes, so you want to place better territories on those actions, but each
time you do those actions that territory gets a revolt marker. Once you get above one marker, a revolt will
be triggered and you have to fight peasant armies. And peasants stay angry, even when a new
player conquerors the territory.
The winter phase causes rice usage and spoilage
based on a mechanism I won’t go into here, but is well done. Run out of rice and you get revolt markers on
random territories and, as above, if you get two or more on a territory, you
have to fight the peasants. Then you
score points. Points are scored for
territories owned; castles, temples, and No theatres built; and having the most
of each building in a region (group of about 8 territories).
I played a three-player game of this and
remembered why three-player games like this are bad: they end up being two
players versus one player games, not three player games. I, of course, was the man in the middle. Plus side, the game is relatively short, so
the agony was finite. Minus side, you
REALLY need four players to play this.
I might buy this game eventually, but it is not a high priority unless I can get it cheap.
Age of Steam (3-6 players)
Age of Steam
is a rail game where you place track tiles and move cargo from source cities to
destination cities. The resources are
randomly placed at the beginning of the game (they are represented by colored
cubes), so no game should be identical, providing a high re-playability. Money for doing things is gained by issuing
shares. Money is used to lay track,
costs dependent upon what you have to build over and how complex the track
depicted is, and bidding on turn order.
However, at the end of the turn you have to pay your shareholders and
upkeep on your train, so spend your money wisely.
That’s really about it. There are expansion sets that add new maps
and tweak the rules. We played on the
map of Ireland, which is in Expansion set 1.
I liked this game a lot. I was
leery about a rail game with shares (I’m not a fan of the 18xx series of
games), but this is abstracted and no representations of shares are actually
used, just a track to keep track how much you owe at the end of each turn. It is about as complex a rail game as I care
to play and kept my attention. I could
teach this to an average person and not lose them. I will probably track down a copy of this
game and buy it so I have access to it. It will be the upper end of railroad games I teach at my wife's tea get-togethers.
Fortune and Glory (1-8 players)
Fortune and Glory
is a game about pulp action heroes searching the world for ancient
artifacts. This game can be player
either competitive (the basic game) or cooperative, which is something I look
for in a game nowadays (the cooperative part, not the ability to do both,
although that is cool as well). In the
cooperative mode, you race against Nazis or Mobsters, trying to gain enough
fortune tokens before the opposing vile organization meets their (lower) quota.
Artifacts are comprised two cards, an artifact
(like a crown or hammer or throne) and an adventure (of Poseidon, of the Monkey
God, of Lost Souls). Each deck is 30-40
cards (I haven’t counted them), so the odds of a repeat combination is very
rare. The players go to various locations
across the world (drawn randomly when the artifact is drawn) to find the artifacts. There they have to overcome 2 to 5 dangers
before they can claim the artifact. The
dangers require the adventurer beat a test based on one of their four stats:
Agility, Lore, Cunning, and Combat, with each character being ranked between 2
to 4 in each. The stat tells you how
many dice you get to roll, the test tells you the target number and how many
successes. Many danger cards give you an
option between two dangers, but sometimes you just get one option.
Ok, bad news up front: this game is $100. The good news: it’s worth it. The production quality is high, there are a
ton of components (something like 11 decks of cards to draw from, plenty of
tokens to cover the board, pieces sculpted to look like all the characters and
the major villains, pieces for Nazi goons and mobster thugs, dice, and even a
soundtrack CD), and the game is a lot of fun.
There is a very high replayability factor game as the combination of
artifacts, locations, and bad guy results varies from game to game.
I’ve only played cooperative mode, but others borrowed
my copy to play competitively. I’ve
played a couple of games where we got close to losing to the vile organization
and a couple of times when the bad guys weren’t much of a threat. I think the difference is in the random placement
of the artifact locations: if they are clumped together near the character
starting points, the game is easier than if they are spread far away.
I would have bought this if I had not been warned I was getting it for Christmas.
Factory Fun (2-5 players)
Factory Fun
is about quickly placing machines on your factory floor and connecting them to
reservoirs (you start with one each of four colors) and output reservoirs (so
they don’t spill on the floor). Note, if
you have trouble telling colors apart due to color blindness, this game may
cause you some trouble.
Each player starts with a stack of 10 random
machines and simultaneously flips the top one over with the other players. You then grab one you think you can place
(not necessarily your own), put it on your factory board, and then place the
reservoirs and/or connector pipes. Each
machine is worth a certain number of points (I saw values from 4 to 13). Adding pipes, source reservoirs, output
reservoirs, or moving previous placed items cost points. Subtract the cost to legally place the
machine from the points the machine gives and adjust your score. At the end of the game there are bonus points
for connecting the output of one machine to the input of another.
This sounds simple, but you have a limited number
of sources (one of each color) and only three output reservoirs, so about half
way through you have to start getting creative to connect the machines in,
using over/under pieces and T-shaped pieces to get things where you need them.
The game needs a rule that states you cannot pick
up a machine until you are ready to add it to your factory. There may be such a rule, but I did not get a
chance to fully read the rules and learned from folks who were playing nice. The second group was more competitive and had
an annoying habit of picking up the most valuable machine and then seeing if
there was any way to actually place it, holding on to it until they were
certain they couldn’t actually use it and then tossing it back. This behavior slows the game down as players
wait to see if a better piece will get thrown back by someone who had no reason
to pick it up in the first place.
This game was a lot of fun for me as I enjoyed
puzzling out how to add pieces, but if you are not quick at this, this game can
be very frustrating as the other players grab all the better stuff first, especially if they grab for points and not for usability. I plan on buying this game, but instituting a house rule about players getting prematurely grabby.
Next:
Mondo, King of Tokyo, Cargo Noir, Olympos - some of my favorite games all convention
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