Let Them Eat Thread

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“Rococo”

designed by Matthias Cramer, Louis Malz, & Stefan Malz, published by Eagle Games

Go behind the scenes of the grand court of King Louis as the dressmaker for Parisian nobility. Begin each round by choosing three employees from your unused employees and then send them one and at time to perform one of five actions: hire a new worker, buy some dressmaking materials, add to the fabulous décor of the hall, or, make a fancy dress to sell for income or to clothe a courtier and send them to the hall to show off your fine work, or even fire or “depute” your employees for some quick extra cash. Plus, each worker can provide you with a bonus action, so between 4-8 actions per round over seven rounds As you get more workers you will get more actions, but it will take you longer to cycle through your workers to get the ones you need. Fill the grand hall with the most dresses, claim the most decorations, and earn points, and bonus points, for practically everything. Scoring is clever, but man, it takes a while.

Can’t get more Euro than this: Action selection? Check. Point salad? Check. Area control? Check. Resource management? Check. Limited actions in limited turns? Check. Analysis Paralysis? Double Check.

One Line Verdict: Seriously, for fans of Eurogames only. All others sign up for the Revolution (French, that is) instead.

 

E.T., Go Home…with Extreme Prejudice

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“XCOM: The Board Game”

designed by Eric M. Lang, published by Fantasy Flight Games

Take command of the XCOM and defend the Earth from marauding aliens! Based on the video game of the same name, each player takes on a different role of the elite XCOM organization: from planning scientific research to deploying air defense fighters to ordering ground troops to making sure all this stuff comes under budget. All of this is done in a real-time decision making phase controlled by a free, downloadable app that is required to play the game. After this, nerve-jangling, tension-filled decision making phase, the game slows down into a resolution phase where you can watch all your smart, lightning-quick decisions be undone by crappy dice rolling.

A totally different experience from the video game, whose heart is basically a tactical turn-based shooter with a larger resource management overlay. This game definitely focuses more on the resource management and quick decision-making with the tactical fighting basically abstracted, but still a nerve-wracking blast overall.

One Line Verdict: Join this particular fight, unless you really hate randomness. In that case, watch the world be destroyed from a distance.

 

CITADELS!!!

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“Citadels”

designed by Bruno Faidutti, published by Fantasy Flight Games

Build your destiny in this game of “medieval cities, nobles, and intrigues” (yup, from the box).   Each round, players will draft a noble from the common pool and then pass the remaining nobles to the left. Each noble has a special power: for example, the assassin lets you “kill” another noble and take away their turn, while the king scores points depending on the buildings you have already built and lets you go first the next round. The thief lets you steal gold from another player while the warlord lets you destroy one of your opponent’s buildings. Players take turns also depending on the number of the noble: 1 goes first, 8 goes last. When your turn comes up, take 2 gold or draw a card, then build a card, and at some point, you can activate the special power of your noble. First player to built 8 buildings in their district ends the game, most points win!

Really, a social deduction game as you try to figure out who has what so you can either avoid getting your character’s throat slit or figuring out which character’s throat to slit. Even though it’s the older game, it feels very much like next-level “Love Letter” with the added dimension of building your district.

One Line Verdict: I would say a modern classic for good reason, but can be seriously mean. I mean SERIOUSLY.

Shine a Light

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“Lanterns: The Harvest Festival”

designed by Christopher Chung, published by Renegade Game Studios

Create beautiful floating lantern displays and win the favor of the Emperor in this gorgeous tile-laying game. Players start with three lake tiles in their hand. You collect lantern cards as you lay the multi-colored tiles around the lake. Each player will collect a lantern card that matches the direction that they are seated around the table. Earn bonus cards by matching lanterns of the same color to tiles already on the table. Score points by dedications: turning in lanterns in different sets (four of kind, three different pairs, or one of each color) at the beginning of your turn. Earn favor tokens by placing lake tiles next to special platforms on some tiles, and use those tokens to trade in lantern cards for the colors that you will need. The player with the most points from dedication tiles after all the tiles are placed wins!

Tricky tile-laying strategies as you try to maximize the cards you get while avoiding giving your opponents the cards they need as well. Time your actions carefully, as you can only score points at the beginning of the round with your dedications, and the amount of points you earn from dedications decrease with each dedication. Another game of seemingly great beauty and serenity that ends up in cut-throat action as you watch your opponent invariably dedicate one turn before you can.

One Line Verdict: Simple and elegant gameplay allow for complex strategies in this beautiful game.

Hump Day

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“Camel Up”

designed by Steffen Bogen, published by Z-Man Games

Can a game about racing cartoon animals around a pyramid and then betting on what is basically a randomly determined result really be a Spiel des Jahres winner? As it turns out, yes. On your turn take one of several options: bet on the winner of a leg, try to sneakily influence the movement of the camels by placing a desert tile in their path, bet on the OVERALL winner or loser of the race, or move a camel randomly by pulling a die out of the pyramid. The camel matching the color of the die that appears from the pyramid will move that many spaces around the track. But, if a camel ends his turn on another camel, he will create a stack of camels, and the whole stack moves together, creating an insane image of a pile of camels moving around a track. After all five camels have moved, winnings are collected by according to the betting tiles, and the next leg begins!

Great movement mechanic that keeps the game tense and picking up betting tiles really amps up the excitement in a sort of chunky, fun way. But it really is about playing the odds and understanding how the camels will move.

One Line Verdict: If you hate randomness, avoid this game like the plague. All other will have some light, gateway fun cheering, and guessing, and betting.

Two by Two…

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“Animals on Board”

designed by Wolfgang Sentker & Ralf zur Linde, published by Stronghold Games

Fill your ark with animals…in everything but pairs, because that Noah guy has already claimed that concept. Animals are drawn randomly and placed into a large group at the beginning of each round. All except one are placed face-up with one mystery animal to make things more interesting. On your turn, you can either split a group into two smaller groups, or claim a group and place it on your ark. Splitting a group earns you a food crate; loading animals onto your ark costs you a number of food crates equal to the number of animals you are bringing on board. Once you claim animals, you are out of the round, and the other players continue splitting or claiming. At the end of a round, new animals are placed for the next round, or someone has ten animals on their ark and the game ends with scoring! Herds (groups of 3,4, or 5 of the same animal) will give you 5 points per animal, single animals will give you the points printed on the card, while pairs are discarded without scoring. Most points win!

The key is splitting the groups: do you split to form a herd? Or make a non-scoring pair? Or do you mix things up with the face-down animal? And, of course, other players can’t see what you loaded into the ark already. A very clever use of the I-split, you-choose mechanic with great components: durable ark pieces and great artwork.

One Line Verdict: Don’t miss the boat on this one in this fast-playing, little cousin to, oddly enough, “Zooleroto.” Which is also about animals, but without the apocalyptic theme.

Like Westworld, but Without the Robots.

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“Bang: the Dice Game”

designed by Michael Palm & Lukas Zach, published by dv Giochi & Asmodee

Be the last man (or woman) standing in this Wild West duel. At the beginning, each player is assigned a role: sheriff, outlaw, deputy, or renegade, with each role having a different goal to win the game: the sheriff and his deputies have to survive the withering gunfire of everyone else, while outlaws win when the sheriff is eliminated, or the renegade wins when she is the last one left alive amid all the carnage. All roles are hidden, except for the sheriff. Then players are given a unique character with a special power to help when the lead starts flying. Players take turns by rolling dice (up to three times via the old Yahtzee mechanic) and then resolving the actions on the dice: shooting, healing (with a swig of beer), blowing yourself up, or maybe even calling down Indians to deal damage to all. Run out of life points, and you’re sent to Boot Hill (that is, you are eliminated), but your team can still win! Whoever is left (according to your win conditions) wins the game!

Plays quick and easy with the hidden roles adding a layer of strategy that keeps the game interesting and makes people really mad when you start shooting the members of your team. The quick play keeps the game moving and getting eliminated less sad and boring.

One Line Verdict: Strap on your six-shooters and draw (or roll, in this particular case) for a fun, quick-moving hidden role game that doesn’t require all that talkin’ and negotiatin’.

Paperback Writer…

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“Paperback”

designed by Tim Fowers, published by Fowers Games

Can you write the Great American Novel in this clever word-based deck-building game? Play cards from your hand with letters on them to form words: letters used to form words will give you “money” to buy more cards with more (and sometimes better) letters or with special powers to add to your deck. Then as you draw those letter cards, spell even better words, and use that money to get even better cards or, more importantly, purchase the all-important point scoring cards, which are brightly designed pulp novel covers. Because those actually help you win the game. Just remember, you need vowels in order to actually spell words and sometimes, when you draw five consonants, you just sigh and wonder if you should playing this game in some Eastern European language instead.

Wild cards help you spell words and you usually get a few each draw, but the occasional wild draw of all vowels or all consonants can be frustrating. A very different and fun way of doing a word game with some fun art and challenging mechanics.

One Line Verdict: Great upgrade for those who love Scrabble, or an alternative for those who hate it, and at least a lateral move for fans of deck-building.

To the Brink

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“13 Days: The Cuban Missile Crisis, 1962”

designed by Daniel Skjold Pedersen & Asger Sams Granerud, published by Jolly Roger Games and UltraPRO

Stare your opponent and bring the world to the brink in this recreation of the Cuban Missile Crisis! Basically “Twilight Struggle” –lite with dual use cards, play influence onto different battlegrounds, try to avoid nuclear war. Each round, players choose a secret objective out of three for that round: maybe to build up on one of the DEFCON tracks, or to control a certain battleground. Your opponent knows which areas you may be going to, but not the one you actually chose. Players then use the historically accurate cards for either Command, placing down or removing influence markers, or for their special power. But be careful, you can play a card designated for your opponent for the command, but she will get the special power, which will most likely wreck you. Score the round, move the score marker between the two sides and repeat three times and try not to blow up the world in between!

The hardest part is aggressive play leads to raising your DEFCONs and the last round is mostly players desperately trying to lower DEFCON and not blow the world up. So, in many ways, historically accurate.

One Line Verdict: Bring the world to the brink with this great, zero-sum two-player game. Plant flowers instead of you feel otherwise.

Once in a Blue Moon

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“Blue Moon City”

designed by Reiner Knizia, published by KOSMOS

Rebuild the Ruined City of Blue Moon! At least that’s what the box says in this area control game where you play cards to rebuild different buildings in different districts of, well, Blue Moon City. Each district requires a certain number and color of cards: on your turn move your pawn to that space and then turn in matching cards to place a marker on that district. Earn crystals, dragon scales, and cards from the district you helped build as well as from completed surrounding districts. Or use the special powers on the various cards to move the dragons or help you in your building task. Use crystals to build the obelisk at the center of the city: but be careful, the different pieces of the obelisk get progressively more expensive. First to put four (five or six, depending on the number of players) blocks in the obelisk wins! Just make sure you don’t burn all your cards in one turn: it takes a while to get them back as you watch your opponents blow by you.

Modular board keeps the game fresh; the board movement adds a nice tactical feel to your overall strategy; and multi-use cards inject just enough options in this challenging and clever area control game.

One Line Verdict: An oldie (in boardgame years) but a goodie. Take at least one visit to this fantasy city.