Franchise (2018) Review
Franchise is a game that attracted me by its box. The old school visuals reminiscent of the 60s was immediately fly. On top of that, I could believe that it plays a bit in the style of Food Chain Magnate naturally more light. And that's a bit of an idea.
The game puts you at the head of a franchise of (put a random product of your choice here) and you have to grow it as well as you can in this, good old 60's America. The whole caboodle is it not? Your company is represented by an individual board of your color, that has no other function than to help you play. Moreover, the board is large enough, leaving room for an illustration worthy of the box, and the game aids are ultimately pretty small. Each tray has its own illustration which is rather pleasant. The bonus chips of the players are in the same line.
The problem we encounter quickly is the opening of the box. Not only is there still no plastic bags (yes I know this remark becomes recurrent with all Queen Games games), but most of the material loses its identity. Exit the pretty 60’s illustrations of Ian O'Toole. The material is very sober, very cold, very ... eurogamous. The map of the United States, on discovery can even be a little scary, with the sight of all these lines that go in all directions from these big circles. By the way, the cities are not better, simple discs with numbers. It is clearly not the actual visual of the game that will attract you. In it's defense, I think the focus has been mainly on the accessible and clear aspect. On that, it succeeds. Once the rules are known, all the material (even the cards) is easy to read. It leaves no questions, we did not return to the rules. This side is a success. Even so, it is always more pleasant when the ease of understanding is coupled with a visual pleasure. As in the end, the illustrations participate in immersion, especially in a game of this type.
Each player starts the game with a little money, some great 60s tickets (no, I'm kidding, it's just cards that resemble tickets). You will try to expand and impose yourself on the product market (insert the name you want) across the USA. The installation of the game is fast enough, except using the proposed variant, the board always remains the same. Each player will play the five phases of a turn, then play passes to another. Being an active player is important.
In turn, you will begin to receive your income. That will depend on your location in metropolises (big disks with numbers). You add up all the visible numbers where you are installed (one franchise is enough) and then you look on your income table and the amount you will touch (with a minimum of $ 1) Simple, effective.
Your dollars in pocket, you are going to conquer America, this beautiful country. There are two possible destinations in the game: a city or metropolis.
The city is a small peaceful place but has only one space. First come, first served. It does not earn revenue, but allows you to move more easily, more efficiently and earn a victory point at the end of the game.
The metropolis is the heart of the game. To be able to settle in a city, you must have an empty space and not be there already. Development is increasing your network and not your presence.
Wherever you choose to go, you'll place your development marker (a pion straight out of old Monopoly by the way). But be careful, traveling along roads is not always free. The place where you want to grow should be connected to your network by a road or path. When you go there for the first time, you have to pay the cost of the route, which can be $0 to $8. Yes, highways are expensive. Of course, you have to go to the first city or metropolis crossed, you can not pass through them. Your customers will not forgive you.
To increase your influence, growth is not the only option. As explained before, the action to develop allows you to conquer new markets. But to strengthen those in which you already are, you can increase your market share. This only works in metropolitan areas, cities being limited to one space. To do this is a very simple thing. For each metropolis where you are already present, you can add $ 1 to add one new franchise per metropolis. This one is put, like the development marker, in the middle of the circle.
Now you can build. In a city, it's simple. You replace your pion with a franchise. For a metropolis, you remove your development marker and add a franchise in the first available box. You do the same with the franchises you added by paying $ 1. Except that in this case, logically, you simply move your house on the first available space. At the end of this phase, if you obtain the absolute majority in a metropolis (ie your presence is greater than half available), or if the metropolis is full, we pass to its evaluation. As a good boss, it's important to know how the market is going.
For this count, there are two possibilities. If you have the absolute majority of franchies, you automatically earn as many points as indicated in the center of the metropolis. If there is no absolute majority, the one with the most franchises wins half of the points. Do you see the deceitful side? If there is a tie, the player who first opened thier franchise wins. Then remove the metropolis, the one who scores the points removes all their markers and places one. The others remain in place (which gives them access for their network). If it is the first metropolis in the region to be evaluated, the active player (not necessarily the one who scored the points) places one of their buildings on the space in the region (they will receive a bonus in the count of the region in case of tie).
Finally, we move to a final check with the end of the round. Players look at whether a region needs to be evaluated or not. If all cities are franchised and all metropolises are evaluated, then the region is counted. The thing is very simple, calculate the number of franchises of each player in this region. The one with the most wins the region's highest score. The second goes to the second (except for two players). If other players are present, they all win the smallest number. Once this is done, the active player places the region tile on the "evaluated region" track and earn as many points as indicated. Another advantage to make assessments when you are the active player.
The end of the game occurs immediately when a region token covers a red box of the "evaluated region" track. You'll then proceed to the final count. Each player then earns points for their presence in the cities, for every $ 3 and unused bonus tiles.
Each player has four bonus tiles at the beginning of the game. In turn, you may choose to discard one per turn to apply an ability. Bonus tiles give you the ability to do three things in addition to your normal actions:
These bonuses are very useful during the game but not using them can earn a lot of points at the end of the game. The choice is not always obvious and you must think hard before using them.
To be honest with you, apart from the graphics, the game did not attract me more than that. I still decided to try the experience without having a specific opinion on it. Well, I took it. It is ultimately a very good surprise and at the end of the game I wanted to go back. The game is much smarter and cunning than the rules appear.
One can without context reproach this for it’s lack of theme. Finally, franchises, buildings, fast food, whatever you want could have been used as justification for the game. It's a shame, it takes a little more to allow added immersion. But no mistake, we are facing a pure Eurogame. Franchise really lacks an identity of its own.
The game works very well. Even if one quickly forgets the fact of being a boss of a franchise, one begins to think, to calculate (slightly), and to see what could bring us back while, if possible, to penalize the other players. More than penalize, I would rather downgrade the other. The game is rarely naughty. Of course, you can go straight to the strategy of other players but you can not make them lose the game. Good news for players who do not like to be directly attacked in their game.
Replayability is present even if the board is very static. The placement variant is quickly essential to really renew each game. With two or three players it is playable, but it is four or five that takes the game to its cunning and interactive dimension. Below that, the players can very well end up playing in their own corner, losing the fun that makes the game. You can also blame it for some aspects, like being monotonous and repetitive. This is often the case with this kind of game even if I find that this one is doing pretty well on this side.
Because yes, apart from its austere and calculating aspects (slightly), the game is very pleasant to play. Without being too complex, it offers interesting choices to make. The interaction is very present and it can always be tempting to sacrifice your strategy to try to block the other. The game is relatively fluid from round to round.
Franchise is not what we can call an original game. On the other hand, it manages to use mechanisms that work very well together. A mix of route building but also the majority, you have to pay attention to the choices made because a small amount of neglect can capsize the clay feet of your franchise company. It will be necessary for example, to favor a good income over the detriment of a winning points from easy victory or points of victories in the metropolis over the detriment of a majority in the region ... The choices are subtle but appear quickly and are rather well thought out.
The author of the game Christwart Conrad succeeds in creating a game, at first cold and austere by making it competitive and above all with a lot of interaction. You can not concretely play in your corner without taking care of what others do if you want to win. Franchise is therefore easy to impose while offering an interesting challenge and a well-attended interaction. I could wish for a little more personality and originality or even more variety between each game. But the game offers a good challenge, several choices and the pleasure of being a good game. This re-release / enhancement of the Medieval Merchant game works better than the original. If you have the opportunity, do not hesitate to plunge into the 60s and the fierce competition of franchises.
Technical Score 7/10
What a disappointment when opening the box. This loss of identity is a pity. Of course the choice to highlight the visibility is quite commendable, I can not blame them. As for the rule, well written, you’ll never re read during the game.
My BGG Score 7.8 / 10
(Good game. Enjoy playing and would suggest)
I was really pleasantly surprised. The game hides a deceitful and devious side rather appreciable. It is fluid, simple to explain, pleasant to play and has good interaction. All of which can be played with players without necessarily being expert players. A good pick that deserved some improvements to become unavoidable.
Combined Score 7.4 / 10
Now, it's your turn to play ...
Camp Grizzly (2013) Review
We are in 1979. As every year, the Grizzly Camp opens its doors. You do not know the famous Grizzly holiday camp? It’s picturesque wooden cabins, lake, fun activities, Jody and his guitar, the serial killer, ... wait what? But that's not on the brochure? Ah yes anyway, I will have to look out for that next time I want to send my children on vacation ... Good ... Good luck children. Dad believe in you!
Camp Grizzly immerses you right in the heart of the most famous Slasher and the ubiquitous references of Friday the 13th. The game was financed by Kickstarter in 2013. It was created by Jason Topolski and published by Ameritrash Games. Because of the theme and the general atmosphere of the game, this is not a title directed towards the youngest ones.
Camp Grizzly allows you to embody monitors of the famous colony. While everything seems to be going well, a mysterious teddy bear killer (yes, you read that right) is here. Nobody seems to be able to compete with him and no one is safe. He kills his victims indiscriminately, whether they are monitors, visitors or charming children. Fortunately, you will be able to try to fight against him thanks to ingenious plans, straight out of your imagination (horror films you know, no?). During the game, you will have to make some choices to try to survive as much as possible. In the face of a relentless killer the best survival is often to think of your own survival. But will you sacrifice the others for this?
This is a cooperative game. You win together or you lose together. You will have to act in harmony to succeed, at best, in repelling the incessant attacks. If unfortunately some of you disappear (it's sad ... but you must see the bright side of things), it will open up more spaces and with luck, Otis (the name of the killer) will be slowed down.
The installation of the game is done fairly quickly. Each player chooses a monitor. Each monitor has the same number of health points but different abilities. Camp Grizzly is proud of its instructors. Let me introduce you to our team: the beautiful Jody and his guitar, C.J. our local sports champion, the beautiful Tracy who is ... Tracy, Kevin the lifeguard, the nature specialist Sherry and the talented Karen. With them, your children will have a summer they will not forget. Here, there are no figurines. The characters are represented by standees. Each player also starts with Survival cards.
The principle of the game is simple. Four ideas are available to you. To survive, one must succeed in bringing one of these to fruition. Final cards represent the plans of the ideas.You can choose to escape to a Van, take the boat, call for help at the Ranger Tower or hide in the barn. Each plan consists in first finding specific objects that are scattered throughout the camp. Of course, you do not know exactly where they are. You have only a vague idea but there is always the possibility that it is something else. It's up to you to find them.
Once you have found the three required tiles, you start the second phase of the game: the final step. Just like in a movie of the genre, you thought you won but the evil is everywhere. Once the objectives are in hand, you then return the chosen card. The finale gives new activities to complete in order to really survive this night. It is only at the end of these new goals that you will know whether you have won or not. Not so easy to escape the horror.
The game starts with the monitor. Starting with the first player, each instructor performs their turn normally before moving on to the next. The first thing you can do is move yourself. The number of possible spaces is indicated on your profile. You can of course move where you want if you can. For example, you can only go to a locked bungalow if you have the key. Or if you go through a box with Otis, he takes the opportunity to try to hit you. Not nice the ugly sir. But movement points are also used for actions. You can also, during your turn, pay a travel point to pick up objects, equip weapons, save campers (if it is possible), move you in the side roads (faster but it is at the risk of your losing).
Once your movement point / action quota has been spent, you will need to draw the first Cabin card. Sometimes it's good things like weapons, objective pieces or objects to better heal or defend yourself. Other times, these are not always favorable events. Otis can sometimes take the opportunity to break in and eat you (uh!) or attack you. Once the card is resolved, we move to the end of your turn. You may be able to equip items or weapons that are in your backpack, pick up things on your space, or trade with other monitors.
Then, once all the heroes have played, comes the turn of Otis. Otis is a good guy. Very resistant, very sporty, very muscular, very many things but he is clearly not nice. Nobody really knows who he is, but he is not there to butter the sandwiches. Otis has only one goal: to make a massacre and exterminate you. Of course, his primary target is the animators of the colony. But if by the way, some children slide on his blade, it will not disturb him too much. He's like that Otis. A good guy who does not speak much but who acts quickly and well. Otis moves the number indicated on his reference card. Sometimes he will be hidden in the woods and may come to a place where no one is waiting for him.
Otis still has some ethics. He primarily targets spaces with the fewest people. Then, in case of a tie, the space with the monitor who is most scared (which happens ... often). Still equal? He then heads for the most wounded. After that it's random. He does not waste time scratching his head. If by chance, he goes through another players space, he stops and tries an attack (sacrificing a child or a cameo to slow him down and all that ...). Once he has played, you'll start again a turn, if there are any players surviving. Otis does not worry about locked doors, he smashes everything if necessary.
I often told you that Otis was trying to make an attack. Indeed, it is not necessarily automatic. If the killer stops on a box of a cameo, well there no contest, he goes directly there. By cons, if a monitor is in the corner he can try to protect everyone in the household. A monitor has the choice to fight Otis or run away while panicked. If the facilitator has a weapon they can try to push Otis while fighting. For this he rolls a die, and another player rolls a die for the teddy bear killer. If the defender's number is higher, the attacker is pushed back. Otis disappears in the woods. If not, all the characters in that cabin take damage. If a monitor becomes panicked, not only do they take as much damage as Otis's strength, but they also have to run as many squares as their panic value. The teddy bear is invincible and immortal, you have no hope to kill him.
There is another thing to note about this surprise guest, Otis. The more people he kills, the more powerful he becomes. The sight of blood seems to have an invigorating effect on him. As the number of dead on the corpse trail increases, Otis will become powerful. He can increase his movement and his attacks with more and more effective dice (d4-d10). If the number of victims reaches thirteen, you have no hope. The game ends with a beautiful defeat.
The game components are not consistent. On the other hand, everything breathes the theme. Cards, ambient black humor, illustrations, texts, abilities. Camp Grizzly plunges us with pleasure directly into a Slasher style films. This is also one of the reasons why the game should not be put in all hands. Violence and sexual allusion may be present throughout the game.
Otis is relentless. You can not kill him, just run away. And again only if you can do that. Weapons are scarce and time is running out. This constant pressure is really well transcribed. At every moment the fear of failure invades us. The play area is ultimately quite small. Nobody is safe and there is no hiding place. Otis can also arise at any time. As a result, your decisions will have an impact on the future. And at the same time, this desperate atmosphere allows players to embark on heroic actions. Sacrifice for the common cause or play individually and increase the risk of dying faster. There too, you can make groups of one and separate yourself with each new death.
The ability to choose between the different plans is a good thing in terms of replayability. Even if in the first part of the game it comes down to not necessarily finding the identical objects, in the second part the final stage changes completely from one mission to another. And of course, you'll find all the "ingenious" plans that young victims try, as a last resort. A treat for those fans, with references and winks dissimilated everywhere in the game.
The game is very heavily based on its theme. You have an allergy to randomness? Flee right away. Dice, cards,tokens face down, luck is everywhere.
The game is however clearly enjoyable in its mechanics. Simple, there is no need to return to the rules, the explanation is done quickly like the immersion. The idea, for example of the choice between moving on longer safe roads or trying the adventurous shortcuts at the risk of getting lost is excellent and adds to the pleasure of the theme.
Even if Otis is not played by a player, his performance is really well done. Simple, not superfluous. But it allows to feel the tension related to the chance of his appearance or his destructive force. You can very well say that you have time to spare, letting him move slowly and kill some NPCs on the way, thinking that it gives
you time. However, remember that the more he kills, the more powerful he becomes. And the more powerful he becomes, the more he becomes unmanageable.
Of course, do not expect a game with a huge dose of strategy. We are clearly in the Ameritrash style of play. Replayability is quite important as the game is hard to win. By cons, for those who are less fan of the theme, a certain repetitiveness can be felt once the main missions tried. For fans, you will enjoy playing and replaying.
Camp Grizzly is above all a tribute to films of its genre. And with it, it's a success. Everything is there. Finally, one of the biggest faults is that it is very hard to find. I do not even speak of expansions. It's a shame because in the genre, it ranks among the best.
Technical Score 8/10
The material of the game is functionable but nothing extraordinary. The atmosphere is well transcribed and there is a lot of winks or references to the genre. Everything has clear iconographie, despite a rule a little vague at times.
My BGG Score 8.5 / 10
(Very good, enjoy play and would suggest it)
The theme is omnipresent. Otis puts pressure on players who are constantly trying to escape death. The game is simple to play, easy to explain. Replayability is important if you love the theme. The difficulty is present, which is even more pleasant for a cooperative.
Combined Score 8.25 / 10
Now it's your turn...
Skylands (2018) Review
When you see the cover of the box, you could almost believe that you were back in the world of Avatar. Here though, the inhabitants are green in color but moreover it is not at all the same story. If that's not the introduction that’s completely outside of the subject ...
Okay ... Skylands is a magical world apart. Unfortunately, following a cataclysm, this world has been completely destroyed. Up there in the sky, if you really care, you can see floating fragments of islands here and there. The inhabitants of Skylands have not all disappeared at the same time as their territory. They managed to regroup on a huge island. As always, they divided again into caste: blue, green and purple. Together they try to recreate new islands and provide energy to their cities. For that, they will use their magical powers coming directly from mountains, forests or crystal mines. But the people of Skylands are not necessarily what we can call a united people. Each player will take charge of one of these "tribes" and help it to rebuild their own archipelago.
Skylands is a game of Shun and Aya Taguchi. These two authors also worked together recently on Little Town. Skylands is a game that released during Essen 2018 with Queen Games.
Composant level, the box is rather busy. Many tiles, meeples, a central tray to simply mount, some pawns, a scorecard and individual trays. Yes, Skylands is generous enough. The installation of the game is done fairly quickly. The longest is to separate unused tiles according to the number of players. And once again, the publisher has chosen not to put a few more plastic bags. Too bad it could have facilitated storage and installation time.
Each player starts with an individual board in front of themselves. This plateau represents the space allocated to the archipelago that you will have to create. The trays are double-sided. On one side, three spaces are already occupied by three fragments of islands. These starting layouts are all different for each board. Each player therefore starts with two islands already formed (ie closed or complete) and two "openings". On the other side, it is a totally untouched area. This side is used for a variant that allows to start with a little more customization.
Each player also has a token associated with their color. This piece is positioned on the central board and will be used to indicate which action the player chooses. It can be quibble by reproaching the fact that the board is large enough compared to its use, but it does not interfere in the gameplay. Attached to the island welcoming all the inhabitants, which serves as a general reserve, you’ll find the four boards of action. Each is different in terms of graphics but also in its use. Each of them has a great illustration and a smaller reminder of the action of that board.
In turn order, the players will have to move their pawn onto one of the four actions. Once chosen, all players will benefit from this action. But, a bit like a game like Puerto Rico, the active player will receive a bonus, as a thank you.
The first possible action is the discovery of new islands. The active player will draw as many tiles as players + 1. If you are three, you will draw four tiles for example. These tiles are placed face up and in turn each player chooses one that they add to their individual board. You are free to put this new tile where you want as long as it respects the positioning rules. Be careful to choose well to avoid blocking yourself. You can also decide to take nothing and pass. The active player, once it comes back to them, can take a second tile as a gift.
The second action available is to bring people to your home. When you go to enlarge your archipelago, you will reform independent islands. When this action is chosen, you will select a complete island, except for one city, and place residents of the color corresponding to the city on each empty square. The active player can populate two instead of one. These characters are taken from the general reserve.
The third action will be to be able to use its inhabitants wisely. During the installation, you formed a reserve of special islands. These islands with special configuration or special powers can be bought by sacrificing inhabitants of the indicated color. Once purchased, the tile joins your archipelago and your "exhausted" inhabitants join the main reserve. These tiles have immediate, permanent, end-of-game powers or simply serve to fill your board effectively. Their cost varies but their interest is undeniable. On some special islands, you’ll find in the costs a white character. This corresponds to an inhabitant of any color to discard. The active player does not have to pay this.
The fourth and last action available is energy conversion. In terms of gain points, this is one of the most interesting actions but also sometimes one of the longest to achieve. Each player chooses a complete island consisting of crystals (blue) and a complete city island. Then each player fills the city squares with the blue inhabitants of the selected island. Once in the city, the inhabitants sacrifice themselves and disappear (return to the general reserve). In exchange, they offer a victory point for each square in the occupied city before the disappearance. These points are taken from the Victory Point Pool you formed at the beginning of the game based on the number of players. The active player they can choose to convey inhabitants from two blue islands into an island city or vice versa. In addition, they will earn two bonus points. This is one of the most interesting actions especially if you have managed to create a big island of crystals.
I told you that you had to change actions every turn. There is still an exception. Each player receives at the beginning of the game a tile of their color. This tile has 2 victory points on one side. If it is not used, it will pay this amount at the end of the game. At the beginning of you round, you may decide to use it to stay on the same action space and redo the action from the previous turn. This can sometimes be very practical even if this ability can only be used once per game.
The end of the game comes from the moment at the end of a turn, the reserve of victory pieces is exhausted or a player has only one place on their individual board. You’ll then move on to the final counting of points.
Starting by subtracting two points per empty square, then adding one point per pair of inhabitants still present on the archipelago, one point per island complete, the points of the special islands and finally the points tokens recovered in the course of the game. Not to mention the player marker if it has not been used. Of course, the player with the most points wins.
Skylands is a very colorful game. Patricia Limberger's illustrations honor this magical world. Depending on taste, it would please or tend to rebouter. But it is clear that this gives a particular charm to this game.
Skylands is not really an original game, but is exactly what is asked of it? It borrows many mechanisms known and proven by many games, including the most respected. It finally makes a mix with no real surprises but works pretty well. This allows the player to quickly make their mark, making a return to the rule useless. You will sometimes have to make long-term choices and those choices may be important. The game does not suffer from any downtime and the interaction is ubiquitous. So yes, you can not directly influence the choice of others or you can not directly attack the neighboring archipelago, but the choice of one inevitably affects the choice of the others. A real good idea of this title being, to combine the fact that all perform the action with the construction side which is in itself quite individual.
The game is simple to set up. Everything is clear about the iconography. This makes it a perfect family game. You can get it out easily with family but also with new players. In particular, it can serve as a stepping stone to more complex tile placement and resource management games.
Not without interest, Skylands offers you the opportunity to play in different ways and try different strategies from one game to another. This allows a fairly appreciable replayability at this level.
Playing can be quite short. One of the big bonuses of the game is the fact that it forces the players to keep an eye on the game all the time because even when it's not their turn, they still play through the choices of others. Chance, quite present, can be counterbalanced by the choices of strategy offered to the players.
However, it must be admitted that the expert players will quickly find fault with the depth and replayability. On the other hand, with an adequate public, Skylands will have its place in a toy library and especially on the tables of the players. A good family game that deserves to find its audience.
Technical Score 7.5 / 10
Skylands offers a fairly abundant material in style but still no extra storage bags. Tiles are good qualities. The rules are clear. The iconographies do not ask questions. You'll quickly enter the game.
My BGG Score 7/10
(Good game. I play it with pleasure)
A simple family game, easy to set up and explain. Skylands suffers no downtime and actually mixes playful mechanisms that have proven themselves. A good game of discovery in the universe of tile placement and resource management.
Combined Score 7.25 / 10
Now it's your turn...
Newton (2018) review
Newton was available in VO at the Essen 2018 show. It is edited by Cranio Creations, an Italian publisher, to whom we already owed the excellent Lorenzo il Magnifico. The game was sold out after a day and a half, usually a good guarantee of quality. Cranio has taken over Lorenzo's graphic charter. I like the idea that a publisher standardizes its material from one game to another to facilitate the understanding of iconography.
For the love of discovery
In Newton, oh surprise, we play scientists in the age of Enlightenment, eager for knowledge. To win the game, you have to get as much knowledge as possible. Various places are available for that, represented by 3 different board. And yes, just that, Newton is not a game for apprentice gamers, but for the big lovers of games that sting the neurons.
A plateau to discover
One of the boards represents the map of Europe. Scientists will travel there to visit many cultural sites. Travel that maintains youth, but is expensive. Some routes ask to pay a toll, you should never venture without having a few tickets in reserve, otherwise you will get stuck. These trips allow you to visit universities, old cities and even ancient wonders. In passing, you’ll place cubes in your color, less poetic than postcards, but visible traces of your passage.
A platform to search
While your scientist is walking all over Europe, he has left behind some homework to his students. These poor souls will have to do research on the technology platform: a tree, formed one-way paths. At the beginning of the game, a single sidekick is at your disposal, but you’ll quickly hire others because the task is huge. By exploring the different branches of this tree, bonuses are recovered and especially the top of each branch is a real well of science: a box with access restriction (knowledge in the form of color books) to win points at the end of the game. Many points.
A plateau to read
Finally, all this knowledge must be archived. For this 12 books are available to store on the shelves of your library board, an individual board that also allows to play the action cards of the game. Each shelf indicates a prerequisite to place a book. These restrictions are linked either to the different places visited on the map of Europe, or to the colored books available on the action maps. The books are stored in 4 piles of 3 tokens, and emptying a stack brings an instant bonus, more and more powerful.
And cards too!
Each round consists of playing 5 cards, then slipping one permanently under your individual board. These cards have icons corresponding to the action of the game. The power of the actions will grow according to the number of identical icons on the cards played by a player. This twist is really well discovered since as the game advances more and more, there will be more and more cards under the board. And therefore more and more powerful actions.
Actions that correspond to the tracks of the different game boards. You will therefore be able to advance respectively your scholar or your apprentices a number of spaces, corresponding to the number of compasses icons or notched wheels visible. On the same principle, there is a monetary track, punctuated with bonuses, on which you advance with the icon of a square. Money, as in almost any management game, is a rare commodity and lacking it can block your character's travels on the map of Europe. Another symbol, the book, allows to put tiles on the shelves of your player board. It takes one to store on the top shelf, two on the second and three on the last.
Finally, the last action, with the icon of a students hat, allows to recover new cards to diversify the way of playing. There are three card powers, which can be recovered according to the number of symbols visible on its line of action. The cards are all the more interesting than the starting ones. Their choice is therefore essential because they will quickly replace your initial cards that you will sacrifice step by step at the end of each round.
And then crush their scores
I saw in Newton only two possible paths of victories. They both use maximising the technology board.
One of the strategies is the total exploitation of your library. You must then create a Victory Point Revenue Engine. The start is sluggish, but the end-game count is really important, and usually allows you to go to the target tiles.
The second axis passes through a maximum of movement on the plateau of Europe, and the purchase of cards whose actions generate victory points. This starts fast, it's a strategy that creates a big difference in score, but that pays almost no points at the end of the game.
One can worry about seeing only two strategies (I could miss), but that nay. The game has a crazy replayability since all the tiles of the game boards are randomly placed, and not all are used. Newton is a game where observation and optimization are paramount. For the cards to collect and those that should not be left to the opponents. But also for the position of the bonuses on the different boards and the easiest way to get them.
Newton was my best surprise at the Essen 2018 show. It has some negative point, the illustrations are far from original, they are ultra classic and unglamorous. The game boards are not good (no flap on the side, just the cardboard) and some players had some that were very curled. When the theme, as most often, is completely absent from the game.
But the game is excellent. It is one of those games that may seem dense, but it has a simplicity and a rare fluidity. Simply five game actions, without micro rules that come to complicate things. A quarter of an hour of explanations, a little round of gameplay, and the players are conquered.
A game that I almost missed on the show in Essen. The game was pre-booked until Friday 1pm. Something I had forgotten. My wife kept telling me "We have to get Newton! ". And I answer her nonchalantly "We have time! ". Then I look at my sheet, which tells me that I only have five minutes left to get it. Then follows a frantic race in which I pass in front of the queue of the players who waited for the fateful hour. Buy the game, there remained only 74. The 75th purchaser of the tail had to curse me. I just remember that I did well to hurry, this game is a pearl.
Technical Score 8/10
Newton is remarkable for its simplicity. Few actions, all operating on a similar principle. The rounds are fast and you do not see the time pass. A beautiful mechanism for a great success.Congratulations to Cranio, a publisher who, during the last shows in Essen, published some very good games. I unfortunately withdraw 2 points for the quality of the material and the lack of graphic modernity.
My BGG Score 8/10
(very good - enjoy playing and would suggest)
A game that does not disappoint me. It rubs for me pearls like Puerto Rico, Terra Mystica or Great Western Trail. It deserves my Cup of Tea, it was the game that excited me the most parts for more than 6 months.
Combined Score 8/10
Amateurs of games a little capillotracted, go for it!
Dice & Dragons (2018) review
It doesn't take much to make a board game. Some card, some dice and some players. But in this day and age, our board game hobby requires miniatures and tokens and glossy reference sheets to say the least. In fact, the more material that a publisher producers and fills their box with, the happier we are as consumers because we feel that we have a super game in our hands. Although that is not always the case. Dungeons and Dragons was purely paper pencils and Dice, and the magic of the game is in the imaginations of the players. Golden Egg Games have tried to produce some of that traditional magic in their latest game game Dice & Dragons.
1-5 players will be building up the heroic courage to take out all the troubling dragons in the land of Aqedia. In classic style, much like the aforementioned Gary Gygax game, each player will have a different role from Warrior, Ranger, Cleric, Rouge to Wizard. But all will be doing the same thing over and over again. Roll dice, Yahtzee style. Are you bored yet? Well you shouldn't be, as beneath the dull exterior of the box and the sheets of paper that are in the game, there is something addictive in this tweaked version of the 1950s dice rolling game.
To start with, this is a kind of roll and write campaign game with it’s own campaign book and accompanying story, players will be going from dragon to dragon, trying to eliminate them before they are eliminated themselves. First trying to take out a weak but bothersome dragon who is wreaking havoc in a nearby Village. Weaved into the book is an interesting story adventure that leads you on between kills. And with every dead dragon there is always a village with a store that you can buy items and upgrades. Plus level up at a tavern, just like in Dungeons and Dragons. It's this campaign that will keep you addicted if you can hack and slash this old style of game.
The bulk of the game is around the combat. Each player has a character sheet with a list of different attacks that they can perform. But to perform these attacks, the player has to roll a combination of results much like in Yahtzee. But instead of rolling three “1’s” or getting two pairs, the dice have icons designated to each of the five classes in the game. There are no colours on these dice, like to say that for the Wizard = purple or the Warrior = red. No. Just monochromatic black and white dice. Some of the icons are easy to identify, like the crossbow which belongs to the Ranger character. But before you lay your first dragon to rest, you would have already adapted to the icons and they became second nature from then on.
All the characters have the same I'm kind of results needed to do damage to the Dragon, i.e. 2 of their own icons to do 4 damage or 3 of their own icons to do 7 damage. But each have one attack that is slightly different to everybody else's. These can vary from I'm having two of your own icons plus 3 totally different ones, to having two of your icons and two of one other player's icons. On your turn you're going to be trying to produce these results to do damage the same way as most games with dice. With three rolls. Save the results that you want and reroll the rest. This can be a kind of a no-brainer sometimes as you will roll successfully sometimes. Other times you will have to rely on the probability of chance when deciding to save all or none of them. At the end, you'll see if you've managed to pull off one of your attacks and if so, you’ll cover it over with one of your tokens, meaning you will not be able to perform that attack again this round. Before passing the dice to the next player who will do the same. This sounds simple enough until you cannot perform one of your actions because you didn't get the results you need or you had the results of an attack that you've already exhausted. This is a miss. And to add insult to humiliation, you will still have to cover over one of your actions as if it were performed. This leans towards a bit of humour from the other players and also a bit of thinking from yourself as to which action you don't think you are going to fulfill next turn.
Now I mentioned 5 of the sides of the dice but not 6th. And no, it is not a joker that you can use as any class of character, but it is actually the Dragon. And this is where the game stands a little head and shoulders above its older brother. If at the end of your third roll there are any Dragons revealed on the dice, this will produce a counter attack from your target. So yes, you may hit the Dragon but the Dragon may hit you back. And depending on the number of Dragons visible determines how hard they Dragon clocks you one. Another nice touch is at the end of your turn, the next player can save immediately one of your unused dice results. This adds a touch of strategy to the dice that you save and the actions that you try to accomplish. Because if you know that the Warrior is the next player and on your first role you have a bunch of their icons, should you save one for them? Another pause for thought.
Each player will have 3 tokens, so in effect everyone will have three potshots at the Dragon before it turns its attention to you (unless you've been unlucky to be counter attacked). Any player can take all of the 5 dice and roll them. Any dragon symbols are placed to the side while the rest of the dice are rolled again. After the third roll of the dice, all players will take damage from the Dragon depending on how many Dragon faces have been accumulated by the unnamed player. And these attacks are quite powerful, as the damage is not distributed between the players. It's just everybody takes the full whack of damage. If any of our heroes are alive, they collect their tokens and have another three potshots at the Dragon. Play continues until the Dragon is dead, at which point you'll go to the campaign and read the continuing story, visit the tavern and local store. Players can also run away if they feel that the dice have not been fair to them. Is basically resets their hit points as well as the Dragons, and you start again.
The fun of the game comes from developing your character. As simple as they are, it lends a pleasure that is suitable to this genre of game. You may pick up some positions that will restore hit points. Or level up your character giving them more hit points and a special ability. It may simply make one of your attacks do extra damage or you can learn a new attack and draw on your character sheet. Which is kind of hard as these icons are quite intricate to doodle, so you’ll make up your own. Yes, your character will become stronger and more powerful as the campaign evolves. As do the Dragons. They don't just get more hit points themselves, they also have different abilities, like being able to poison your character, regenerate their health, or even have an armour class. Choosing how to spend your experience points and your gold wisely is part of the problem solving that is required in the game. And in that regard it feels balanced. This is a light luck checking dice fest, but it's also an addictive one as you level grind together.
The game comes with some nice weighty dice and a couple of pencils with inadequate rubbers (or erasers for those of a dirty mind). Two well written books, one with the rules and the other with the campaign. Listed in the book is the items you can buy from each shop and a table for leveling up, which should have been either on the back of the book for easy reference or on it’s own card. The paper sheets that you will doodle the Dragon and your own stats on are very limited. But there is an online version to print and play with. And limited is the feeling you will have when looking at all these bits. There is not much, not even a second campaign, with another adventure and creatures to fight. That is the only thing that is missing, a choose your own adventure to accompany this fun combat dice system. And with more players, there is a slight advantage, as you’ll be collectively having more jabs at your opponent or opponents...
Technical Score 8/10
Limited components, but everything functions well inside the game. Again, limited art, but that lends itself to the D&D cloning. And limited gameplay, like climbing a tree to see how high you can get up, fall down and start again.
My BGG Score 6/10
(Ok- will play if in the mood)
I did have fun playing and leveling up my character, as did my daughter. The “push you luck” element is the only thing that kept us gripped, as well as the nice additions of the counterattack and saving a die for the next player. The system itself should be used in a ‘choose your own adventure” way. It makes combat really interesting, having goals to achieve to obtain hits. But that is all it is… A die combat system. A good one, by dry on it’s own.
Combined Score 7/10
And now it’s over to you...
GKR: Heavy Hitters (2018) Review
In the near future, the world has suffered a catastrophe. Whole areas of the Earth have been abandoned. One of the most popular sports watched on TV is the GIANT KILLER ROBOTS: HEAVY HITTERS! Otherwise called the GKR Heavy Hitters. Sponsored by the largest corporations in the country, Mecca giants compete in an arena. The winner will allow enormously publicity and to acquire all right on the abandoned cities.
GKR: Heavy Hitters is the kind of games that came about thanks to Kickstarter. Dispensing with some fairly impressive material, it is difficult to see a game come out another way. This is a game created by Matt Hyra. It was published by Cryptozoic Entertainment and Weta Workshop
Components level, this is heavy. A big box, well filled and nicely decorated. Inside, you will find a lot of things. Already, each faction has its own deck of 38 cards but also its own plastic pawns Holo-Board. There is also an individual board per player in hard plastic and a central board in traditional cardboard. Do you want more? Each player has a choice of drivers that come with their own map and board to track unlocked improvements. Finally, you'll have dice, sponsor cards, and cardboard buildings to mount. All is of good quality. It's colorful, with humor, and everything is pretty good.
Not bad eh? Sorry ? Do you want more. Just for you greedy gourmands, there are also robot figurines. And as much as you say right now, it's worth it. Not only is the size of these figurines quite important, but the robots also have special care in the details and design. Icing on the cake, all have benefited with a very beautiful pre-painted. Nothing but that. A faction is composed of a Heavy Hitter (in the color of your team) and some small support unit groups (three figures). Not to mention also the mercenaries who come from a small expansion and the pilot figures. Yes, the box is big, heavy and full. Honestly, it's a real visual delight once the game is set up. The robots have a pretty post-indu visual which gives them a certain charm.
Once you have recovered from the quality of the set, you are committed to the rules of the game. You are therefore committed to being at the head of a Heavy Hitters. You will direct the corresponding team to the chosen faction. So you will choose a pilot from those available and a faction. These pilots have their own improvements to unlock.
Each team is composed, in addition to the pilot, with three support devices: combat, repair and reconnaissance. During the game, they will each have their tactical utility. The player will then have to choose 25 cards from among their 38 cards. These cards will be the only ones used during the game. Your deck represents the possible actions that the robot will be able to perform but especially your life points. Each time you take damage, you must discard as many cards in the Damage area of your individual board. When your robot no longer has cards, it will be destroyed or turned on. The cards are used both for monitoring your health points but also your possible actions. In either case, you will be eliminated. The cards are naturally discarded, once played, into the Discard area.
You also have a small slider and an Energy gauge. This measure represents the energy of your Mecha. In other words, for each action you will perform, you will need a certain amount of energy. Each time you use a card, you will lower this amount by as much. As normal, you have five energy per turn. But you can deliberately choose to push your robot to the limit. Thus, you can gain up to five other energy. However, it's not free. Forcing on your robot will cause them to take damage. The calculation is simple, for each negative point of energy gained, your robot takes that much damage. It can hurt very quickly ... but sometimes it can either bring you business or make you win a lot of fans. Once your deck is chosen, you mix everything and go.
A turn takes place in five phases.
First, you can choose to deploy one of your support robots on the board. For this you will have to play a specific card or lose four energies. You can only bring one support per turn into play. The chosen figure will be placed within two squares of your Mecha, the leader of your team. Supports are quickly essential for victory. They can help you fight, distract, repair, protect or attack buildings. It can be interesting to bring them quickly into play.
The second phase is the displacement of your leader. The Heavy Hitters can move as many squares as they want, but each box traveled costs energy. Most often, you'll try to put your Mecha in position without necessarily running it all over the map. It cost is expensive. Note that your robot can finish moving on enemy support. This will force them to shift out of the way to avoid taking damage. Once your Heavy Hitters has moved, you will be able to move your supports a number of spaces equal to their character card, in any order you choose.
Now that you are in a position to fight! Your leader is equipped for war. In the combat phase, you can play up to one main fire card and two secondary weapon cards. The chosen cards are mixed with the support. They are then placed face up according to their speed of execution. All players do the same without forgetting to pay the energy costs. You’ll resolve the attacks according to the fastest weapon activated. The positioning of your Mecha is important, you'll need to think about it when moving, at the risk of missing when you attack. If the target is at the right distance, visible and in the correct angle, the attack is launched. To succeed, you have to roll two dice. On the result of a 5 or +, an opponent Mecha is hit. On a 7 or more, your shot can hit a Support. Rolling a double 6, the defender will not be able to react. While with a double 1, not only your attack fails but in addition you take a point of damage following a wrong maneuver.
The defender then takes as many dice as the number of potential damage. If the target is a Support, the number to reach for the defense is indicated on its card. If it is a Mecha, every 5 or more avoids damage. For each unarmed attack, the defender puts cards into their Damage area. That can hurt a lot. If a Support bot hits zero health, it is simply destroyed and removed from the board. But the sponsors being generous, have backup models. They can then come back into play later.
Of course, as often in this type of game, you may benefit from a positive or negative modifier to improve the attack or defense. You'll find it in the form of a reaction card for example or through one of the Supports. Taking into account the terrain, cover behind buildings can also play in your favor. Not to mention the positioning before the attack. Taking an enemy from the rear reduces the difficulty of hitting.
Remember that GKR is above all a televised sport, an entertainment. The more fans there are, the more support you will receive from your sponsors. These can play a role to boost you a little. But for that, we'll have to please them. And what does a sponsor like more than money? Earn even more money (yes it was easy) and ... have more fame. For this, you will not hesitate to display their colors using your Holo-board. For each Mecha and Support near a building, the player can put a small smiley of its color on it. Tagging a building allows you to draw a sponsor card for each tag placed. If an opponent has already tagged, you can choose to replace it with yours. But beware, if the fourth tag of the same faction is added at the top of a building, that building is destroyed. Removing it from the game, leaving a devastated area instead. The player who destroyed it leaves one of their markers on the ruins.
Finally, we go to the reset phase once everyone has played. Recovery of six cards into your hand and a possible change of first player, ...
To win this competition, it's very simple. You must either be the last standing in the arena, or have managed to destroy four buildings. As much to say to you that the confrontation is inevitable. Be careful not to focus too much on the destruction of the other, because the buildings can be destroyed quickly.
Last thing, I told you about the pilots. These pilots are the stars behind the Heavy Hitters. They have a progress chart. On this board, there are goals to achieve to satisfy the fans. Once an objective is validated, the pilot advances his pawn as many boxes as indicated. This will allow you to unlock skills to help you in the game. This adds a little more depth and theme to a game that already has a lot.
As you can see right now, this is love at first sight for me. The material is exceptional, the figurines beautiful. The game system is simple and pretty nervous. The theme is very well rendered. The offbeat and colorful side adds a big plus in this universe with the postulate quite dark and squeaky. The illustrations are really beautiful and fit perfectly into the universe. You must really pay attention to every moment because reversals of situations can occur without expectations. A lack of inattention, and "boom", a rocket from behind. Rockets don't forgive.
Contrary to what it can show, the game is ultimately quite tactical. Positioning is important whether it is for attacking or tagging buildings. But the management of you deck is the most important. Moreover, the idea of using cards as points of life (which can be found for example in the excellent Gears of War) is really good. This brings a constant tension in addition. Know when it's better to sacrifice yourself by taking damage but benefit with more energy. Know how to move and play with the scenery, use the right weapon at the right time. And know how to handle your Supports ... GKR: Heavy Hitters hides well it's game.
We can still regret that it is necessary to assemble and dismantle the buildings. Of course, to avoid this, you can invest in the Urban Wasteland. But right now, it's not the same cost. Not to mention the expansion with new Sweet & Salty Factions that are worth almost the price of the basic game. Being a fan of this game is quickly becoming very expensive.
The game is of course not perfect. In addition to the high price of the game, even if the quality clearly corresponds, you can sometimes blame it on the victory condition. To tag four buildings is hard to obtain, and the fact that buildings are not in plastic (yes I repeat myself), a small side note for players inherent in this type of games ... Yes, final little bit that is not a defects that hinders the interest of the game ,except perhaps the difficulty of finding it in Europe which can pose a certain problem. Some would call it out for the presence of luck, while it is part of the salt of the game.
GKR: Heavy Hitters is a very good game with a lot of replayability. Simple in the rules while being tactical enough in the operation, you will need all your senses awake to hope to win. But above all, the game allows you to spend a moment of fun without complexity. Beautiful, immersive, thematic, the game works well in all configurations. It’s straightforward for amateur games and for solo fans there is a pretty nice solo mode. Weta Workshop has succeeded at winning my hand. An excellent game that I can only advise you especially if you like the fighting of Mecha.
Technical Score 9.9 / 10
The material is really high quality. The figurines are superb, the pre-paints work. The cards are good quality, a little glossy. The pawns are quite thick. The buildings seem to hold up. The rules are simple and well written. The only downside comes from storage that is not necessarily very suitable for all.
My BGG Score 9/10
(Excellent game. I always want to play it)
I love this game. Simple, immersive, captivating, tense, replayable, fun, thematic, GKR offers a good challenge and renewed pleasure to each game. Finally quite tactical, there are a lot of choices to make and ways to explode, uh explore.
Combined Score 9.45 / 10
Now it's your turn...
Copenhagen (2019) Review
Hello and welcome to this beautiful city of Copenhagen. Capital of Denmark, this big city has its own charm. Among the treasures it houses, you will have the opportunity, during your strolls, to discovering the Little Mermaid Eriksen. This emblem of the city proudly sits in the harbor. And if you continue your walk a little more, you will also fall on the Nyhavn (new port). This canal located in the center of the city is mainly characterized by the bright colors of the houses that border it. Sorry ? Why am I talking to you about this? The reason is very simple. The Copenhagen game offers you the opportunity to immerse yourself in this colorful neighborhood.
Copenhagen is a four-handed game designed by Asger Harding Granerud (Flamme Rouge) and Daniel Skjold Pedersen (A Tale of Pirates). This is not the first outing for these two designers, they had already made together the 13 Days: The Cuban Missile Crisis and 13 Minutes: The Cuban Missile Crisis. Here, we totally change the register. The game does not really have the same target audience or the same goal, as this Queen Games titles shows.
I'm going to talk here about the normal version of the game. The game has benefited indeed from received funding via Kickstarter and this way, a Deluxe version has been published. The big difference lies in the improvement of the material: with the presence of acrylic parts. Apart from the aesthetic side, there is no change or additions of material between the two versions.
Copenhagen is a game that talks about its architecture. But you are not in front of a classic building game. The designers have chosen to draw on the principle of Tetris to transcribe the feeling of building a house.
Each player will find themselves in front of a building facade of their color. Outside the walls, the interior is empty. Your mission will be to fill it with tiles. These tiles are of different shapes. Ranging from 2 to 5 squares, they are also divided into five colors (yellow, blue, red, green and mauve). These colors do not correspond directly to the players. Once your facade in front of you, you will place your scorecard, representing a siren (I told you we'd be seeing it again), on the central scoring track. Each player has their own line. Next to this plateau, you will find a large boat moored at the port. This is where you’ll put the deck of cards and some of these will be available for purchase, when placed face up.
The game does not rely solely on the Tetris building system. You will have cards in hand. These cards will allow you to recover the famous tiles according to the color and number played. The game offers a very simple version of card management.
On your turn, you can do one of two actions available.
The first is to draw two cards that are adjacent. You can not take one. Too bad if the second does not suit you. Plus, you are limited to seven cards in hand. Beyond that, you will have to discard.
The second action available is construction. For this, nothing more simple, you must discard a number of cards corresponding to the box value of the targeted tile. But that's not all. All discarded cards must also match the color of the tile. For example, if you want a yellow tile of three squares, you must discard three yellow cards. Simple, is it not? The recovered tile is directly placed on your board. You always start at the bottom and the new tile must touch a tile already present. You can benefit from a discount, in the form of a card to spend less, if the new tile is the same color that it touches directly.
Of course, to help you in your task you can benefit from bonuses. At the beginning of the game, you already have the ability to draw two cards in two different places instead of being adjacent. Once a bonus is used, it is returned to its inactive side. To reuse it, you have to make it active again.
All along your facade, you can see the presence of blazon recalling your household. These blazons are either directly positioned inside, or they end up at the end of lines 2, 4 and 6. Once you fill these lines or you cover one of these, you have a free action. This action is to choose from three others. The first allows you to return all your bonus chips to the active side. The second allows you to recover a window of a white box to put directly on your board. The third offers you the possibility of recovering a new bonus: draw an additional card, play the two actions instead of one, change cards against cards of a specific color, benefit from a reduction of a card at the moment of construction (limited to one identical per player). Once this choice is made, the next player takes their turn.
But what is the purpose of all this? Indeed, we have not talked about it yet. The tiles that you will recover to build your house are composed of boxes. On these boxes are drawn walls or windows. Depending on how you fill your household, the points earned will not be the same. Each time a line is filled, you will have to score it. You will earn two points if there are only windows, but only one point if that line has walls and windows. In the same way, if a column is filled, a count is made. You will then earn four points if there are only windows, versus two if the two types rub shoulders. Yes the architects prefer the windows, it is well known it is more seller with the tourists.
The first player who reaches twelve points, wins the game immediately. However, there is a second way to end the game. If the deck reveals a card representing the famous siren which is hidden among the last cards of the deck (depending on the number of players), the game stops immediately. The player who is ahead in the points wins and in case of draw you’ll count the number of empty squares on those structures. Whoever has the least wins.
Copenhagen is a relatively simple and accessible game. In its aspects of puzzle game, you’ll find ourselves facing a pleasant family game with interesting possibilities. You can perhaps blame it for being a little too simple. Players are never really blocked. In turn, it is always possible to achieve something more or less interesting.
Level of interaction, it is present. However, do not expect to be able to really influence the other's game. Clearly indirect interaction. Where one can play off the other is in the choice of cards or tiles that they need, can eventually rage your opponent for a few seconds. But nothing really disabling or irremediable. As I told you before, the game is finally pretty tame. The pressure will come mainly from the scoring track in the middle of the table that reminds everyone of the urgency of the situation.
For the arts, we recognize the style of publisher. Markus Erdt is responsible for giving life to the atmosphere of this game. He is a faithful illustrator of the company. You can find him on a lot of other games like Pioneers, Armageddon. To be honest, the arts choice is not going to make you travel, but it does the job well. You’ll find the shimmering colors of this beautiful neighborhood. For the rest, everything is visible and functional. On the other hand, the quality level of the tiles is on the big cardboard, easy to take in hand and durable. The score track is big enough and convenient to be visible to all players. And believe me, you will often take a look at it.
Thematic level, since this is a race to have twelve points of victory, and not for example to finish your building first, you’ll quickly forget or always look for the case.
The game works well in all configurations. Faster for two, and requiring an adjustment at the level of the tiles, it is nonetheless interesting. At three or four, the clashes will be longer. Besides, the game is fast enough to play. To facilitate installation, I can only advise you to invest in storage bags. Unfortunately, Queen Games still does not provide adequate thermoforming or plastic bags in order to store and separate all parts of the game.
Copenhagen is relatively accessible at the level of the rules. However, under nine’s will take a few games to fully understand how to score effectively and quickly. The youngest can therefore have a little more difficulty to win. By cons, the fun of the game takes immediately.
Finally, in its aspects of puzzle games / constructions, Copenhagen turns out to be a racing game. The first to twelve points wins. It will be necessary to optimize your shots at best and to do with the luck of the draw to choose the right cards at the right time. You will need to quickly find a strategy to best develop your facade to maximize your chances of winning a sufficient number of points. The positioning of the tiles on your facade will also be a decisive element in the success of your mission. It will be necessary to choose well if you opt for the construction of columns or lines. The number of points to be won is not the same but the speed to build isn’t either.
Although the length of the game may be a little repetitive, the luck of the draw and the way your opponents play can offer enough renewal. In any case, it is a good pick. Simple, accessible, fun to play, Copenhagen is an ideal game to go out with family or with new players. These mechanisms can surprise as well as build trust. After all, the Tetris system is known to all and works relatively well at the level of understanding. Copenhagen is a real vice surprise. It will easily find a place in your games libraries, especially if you are a beginner or if you are looking for fun games to go out with your family. For others, I advise you to try it to make your own idea.
Technical Score 7/10
The rules are easily understandable and even in French, the cardboard tiles are very thick, everything is readable and functional if not really beautiful. It is a shame to still not have the presence of extra bags to facilitate the storage and installation of parts..
My BGG Score 7/10
Simple, accessible, pleasant to play. It is not free of defects but will easily entertain you in a relatively short time. The Tetris system coupled with cycling-style hand management work quite well.
Combined Score 7/10
Now it's your turn...
the board game book volume 1