Museum (2019) review
We're living in an age where everybody collects something .Whether it be stamps, beer bottle tops, pictures of the Queen or board games. Museum curators have been doing it for decades. Relying on everything everybody did in the past to create a collection of assorted Nik Naks. And if this job interests you, you will have the chance to live this dream, in a game aptly named Museum.
There is a "how to play" video lower down
This is the first “in house” game from publisher Holy Grail, designed by it’s co-owner Olivier Melison and a colleague designers and historian, Eric Dubus. And it won't be the last, as they have already designed and successfully Kickstartered “Dominations.” And if this game is anything to go by, then this is a pair of designers to look out for if you love beautiful-looking, Euro style games with a historical background.
So let's start off by talking about how gorgeous this game looks. Most of that is down to the wonderful art of Vincent Dutrait, who's work seems to stand out in the world of board games. His work shines through on all of the 180 individual relectcs and items cards in the game. And the only reason that items get put in a museum is because they look beautiful. And in fact, some this art should be on a wall in a museum, somewhere. It’s these cards that are the heart of the game. As you are set collecting. Items, objects, inventions and locations from 9 Civilizations around the world are depicted on these cards. And not just with these two. All colour coordinated on your card to make it easy to collect the sets... supposedly. When you have two civilisations that have almost the same name (Polynesian & Phoenician in this case) and they are two different tones of blue, you may find yourself collecting the wrong set. And it has happened, not just with these two.
But it won't be only Civilizations that you'll be collecting. You may be collecting domains like pottery, Warfare will navigation. Sometimes you may be doing a little of both. Depending on your patreon that you choose at the beginning of the game. You will choose this patreon from a small hand of cards which are objective cards that will give you a bonus point for the collections at the end of the game. And there are quite a number of them in the game. Which is good, although there is the possibility of being dealt the same type of objective, which gives you little choice apart from collect one type of colour. In a two player game, choosing the wrong one will bite you in the butt. More about that later. But there's more to it than just having the right objects in your Museum. I'll delve into that bit later too.
There is a third important piece of information on the cards, which is their value. Values range from 1 to 5 and they work twofold. Firstly, when installed into your Museum, the value is Victory points that you score immediately. The second is as currency. And this is where some of the fun puzzling can be had. You'll start with and start collecting objects from around the world into your hand, to add it to your Museum from your hand, you'll need to discard another object or objects of the same value or higher to pay for this. Don't worry, you won't be sacrificing anything to a bin but rather a discard pile, which I like to call the warehouse. Every player will have a warehouse of their own, which could put some of your objects at risk, as if another player see something they like on their turn they can buy it from you. And you cannot say no. This adds a the little interaction to the game. Because set collection games can normally be a solitary experience. Putting your blinkers on and looking solely at what you've got in front of you. Cards of a value of 5 are called Masterpieces and will gain you a Prestige point. You may be tempted to just fill your Museum with nothing but these items of antiquity, although they won't guarantee you a victory.
Filling your museum and scoring points will be the action that you'll be performing the most on your turn. There is a second action that you can perform which is to do an inventory check. Simply enough, you just collect all the cards in your warehouse and place them back into your hand. A sweet action if played at the right time. Playing with two players, you're probably perform this more times than normal. This is due to the circulation of cards which materialized from your Indiana Jones explorers around the world. Yes, on your turn, you’ll be relying on Dr Jones to bring something back, to go into your Museum. But other players can also collect items on your turn. Which leads to a nice trade off. They may see an object for their collection which they need, or a Masterpiece, but will they justify taking it knowing that they will give you a prestige point. Prestige points are points at the end of the game and currency which players can spend instead of placing items in their warehouse. Or they can do a bit of both, because no one like paying 5 to place an object of 3 in their Museum. Again this part of the game really shines with 4 players, because of the deliberations of either to take a card and give one player extra points is a key part to some players strategy. Plus this moves along the cards quicker from their retrospective decks, meaning you will see more Civilizations and Domains during a four player game rather than a two-player game. If the cards are not moving in the centre of the table, this can stagnate someone strategy. Possibly screwing up their chance of getting bonus points from their patreon. Giving two slightly different feels the same game with different play accounts. But it is not a problem as there is always another strategy or way of squeezing points out of this game.
And there you have it, a very simple game. Add a card from your hand and possibly get some points if other players had a card to their own hands. Then either fill your museum full of objects or empty your warehouse back into your hand. Although there is a deeper aspect to the game. I should say it aspects.
One of them comes from the positioning of your Museum pieces. End of game scoring will have you scoring bonus points for the Civilizations and Domains, as long as they are in adjacent rooms in your Museum, a 5 by 5 grid. So it's not just a typical collect the same colours or saying image type of card game, as once you've collected it you need to appropriately place it on a two-dimensional map. Which can be easy or it can be hard. As each Museum has a double-sided map for players to play with. The hard map doesn’t have corridors linking to all adjacent rooms, meaning your collections maybe snaking from space to space. Like a Labyrinth. This adds a super high level of planning. But not only can you just score points from your layout and collections, there is also special rooms that, if one Domain or Civilisation is contained within all, you get extra points. And if by chance you fill every single space in your Museum, even more points. Does this sound like a point salad?
There are ways to lose points at the end of the game too. In the four decks of continent cards, there will be a number of public opinion cards. At the beginning of the game, players can choose how many of these cards are placed into each deck. I suggest using them all for more fun. They pack a punch in a four player game, whereas in a two-player game, they only sting for a bit. These cards are the negativity from these continents. You are taking their cultural stuff away from them after all. They don't mind that you are trying to show the world their history, but if this stuff of theirs just sits in a warehouse at the end of the game…! There will be consequences. Yes, they will remove a number of points from your score for each of their items stuck in a box and not on display. The more times these cards arrive, the more devastating their sting becomes. Meaning you will be watching what you throw away.
And that is the basics of the game. A little bit economy, a little bit placement, and a little bit of set collection, all from card drafting. Now there are other things that will happen like the headline cards which will change from round to round. They basically effect the continent cards as they arrive or maybe block them from being collected. This adds a tad of laughter, as you see a card you want, but no. Can’t get it this round as there is an embargo. Then there are a favour cards which are helpful to the player playing them and gives them a little boost. Very random in their powers and some seem to be a little more powerful than others. You’ll start with one and gather more every 10 points you score. Incentive to score quicker! And then the experts, that can be purchased and mainly give you an end of game scoring boost. These are just other things outside the main game, but they can change the experience depending on if there is a power on that expert or if they just boost your collection for final scoring. All these cards add a random luck to the game, mixed with the 180 base card and you patreon card, your be adapting your end goal as you play. Nothing is straight forward unless the cards revealed work in your favour.
So in regards to gameplay you have a solid set collecting game, that has a different air to it, due to its theme. There is not a lot of waiting, as you are involved from turn to turn. There are plenty of decisions and choices to be made during the game. This is in part due to the objectives and the final scoring. The scoring is important but not like you think. The game will end when one player passes the 50 point mark. This can happen quite quickly if one player just fills their museum with whatever they have in their hand. And it also adds to the strategy of how much should you play and how much should you hold back. As normally players will be racing to get the highest score, but maybe not here. Being first to cross that line in victory points doesn't guarantee you Victory as with all great games, there is the visible scoring and the end of game hidden scoring. And the 50 point limit does make for quite a short-ish game.
Gameplay is fluent and very self explanatory. This is a game that will appeal to the family gamer, and has enough complexity and depth for an experienced gamer. The great thing is you can dumb the game down by removing the public opinion cards and playing only with the basic Museum layouts or just chuck everything in for a fun time. Again, if playing with kids, let them use the easy map while you use the hard one.
There are 5 expansions for this game, none of which I have touched. Plus some Kickstarter goodies and extras, again untouched. So therefore I cannot comment other than give my opinion on the base game and speculate what the expansions add. For one, there is an automaton player, so you can play solo or bump up your two player game to a three player game. There is fifth player game expansion. A black market, which gets you a illegal goods. A Cthulhu that gives you cursed objects from an illegal god. Another which allows you to add items to a grand show. And another that let you hire multiple Dr Jones's to get you bonuses. In time I will play these and report on them when I do. But in the meantime I am very content with the base game which feels on par to other games of this ilk, like “Ticket to Ride” and “New York 1901.” Although this game has a little deeping gameplay to it.
I've already gushed about the wonderful art but what about the rest of the components. A superd rule book which explains everything and is specially laid out with all its wonderful artwork and it's appendices. The Kickstarter version has some nice sculpted player tokens which seemed oddly reminiscent of the ones in Monopoly. The card quality seems a little plastified and not your traditional card stock. It feels a little strange in your hand but the colours and text still pop from them. Talking of text, all the artefacts have an interesting bit of history about the object themselves. This will obviously submerse the historical geeks a little more deeply into this game. The main boards are solid card and although a little brilliant in colour, maybe a little distracting, function very well. And the players museums are on a thinner card, obviously to lower the weight and size of the box. All these boards and pools of cards will take up a large amount of space on your gaming table, so beware board game cafes. The tokens and nice and chunky although I recall having a little trouble punching them out. With all these components, there is some downtime setting up the game, mainly shuffling cards. This is helped along nicely courtesy of the box insert. The insert has plenty of space for those who like to sleeve their cards or maybe those who wish to place the expansions inside.
Technical score 9.5/10
Solid components (maybe too solid to punch out), all layered in Dutrait’s magical icing. Bizzare card text that I hope lasts as long, or if not longer than standard cards with all the shuffling and handling you’ll do. Storage is spot on, as is the rule book.
My BGG score 8/10
(very good - enjoy playing and would suggest it)
A grandiose family game that stands out with its theme and what you do with your set collections. With a delicate structuring of strategy that will make you play it differently each time. Again, player counts change how the game unfolds and how you play. Best with 3 or 4 and not to long of trek
Combined score 8.75
And now it’s over to you...
how to play
The first thing that hits when you look at the game is the incredible work of Vincent Dutrait. We can not hide that it is also what gives the strength and interest of the game. All the illustrations are different. On this, the game has kept its promises. The game material does not give the same satisfactory. The cards are very thin and seem fragile in the long run. Player boards are only thin sheets, we could have had thick cardboard.
Now, let's tackle the gameplay. First of all, I want to say that I did not have the opportunity to try the extensions. My opinion is therefore only about the basic game. The installation is done fairly quickly and logically enough. There are quite a few modules that can be removed or added to vary the gaming experience and its difficulty. With the luck of the cards, the replayability is quite important. The rules, even if they are badly written and they offer a few moments of blur, are quite simple. Once understood, or adapted, the game is explained quickly. At first glance, this is clearly a family game that can become more complex.
The game is nice, simple to play and the rounds are connected rather well. Depending on the number of players, the experience will not be the same. A two, you can find that card decks do not turn enough. Some variations exist to make the experience better. The interaction is quite present without being aggressive. The event cards bring a little unexpectedness that is rather interesting. Museum has good arguments and good ideas (sometimes not quite well exploited).
However, the game seems to suffer from a relatively limited mechanical replayability. Even if at the material level and component, you can have a large replayability and more and more important discoveries, at the level of pure gameplay, the game is quite repetitive if you chained the games back to back. In addition, unless you have participated in KS, the cost of buying the extensions is quickly expensive just to boost interest.
Thematic level, you’ll quickly forget the museum aspect to focus on the collection aspect. Yet some points in tring to hang on to it through the explanations of the objects (who read them all honestly?), Or the plan of your museum (you’ll quickly focus on how it brings you points, that something else), or the events. Symbols or colors will naturally attract your attention more than managing a museum and rekindling the crowds with your finds. As a reminder, you are still a wealthy owner plundering all civilizations in search of their historical treasures to gain world renown ...
The game is clearly not bad, but it will not leave you with an unforgettable memory either. However, once installed, you will usually spend a good time around the table. If you like this style of play, you will not be disappointed. It's simple, easy going, beautiful, with a wide variety of effects and cards.
Technical Score: 8/10
What is added to the score is Vincent Dutrait's exemplary work on illustrations. There is clearly a problem of detail and finish with regard to the components.
My BGG score: 6/10
(OK - will play if in the mood)
A good family game, easy to install. But there is a feeling of repetitiveness, a mechanics that takes the theme and some rule flaws (and that can be equal to some cards?). To be tried with the expansions to see if the score remains ...
Combined score: 7/10
Now it's your turn.
Driving at breakneck speeds
Cutting off other drivers and spinning out of control. It’s all here. It’s regular Rallyman, but with multiplayer. But you can also indulge yourself by playing solo, in a time trial mode just like in the original version. GT has it all in one box.
This new version of thel Rallyman from Jean-Christophe Bouvier, is being brought back to life, after it’s first sellout tour, and now on Kickstarter. Holy Grail Games, who are no stranger to this platform, have been closely working with the original designer to bring this game to the masses, with a slightly refined mechanism. And when I say slightly refined, I mean it. In fact, to my recollection, the only thing that is gone are the cards, that would keep count of your time around the track.
Now admittedly, I have never played the original Rallyman from nearly 10 years ago. And having only played a few games of this prototype, I must admit that I am tempted to play solo. Against my previous times. Just like in a rally. But the real fun will come from playing against other players. As this is a real battle of strategy and pushing the boundaries of what is possible. With just the aid of the dice, your be plotting your trajectory and seeing if you can hold that course.
The game holds a very simple rule set, that makes getting into the game very speedy. Although there are a few speed bump along the way to slow the game down, it runs very smoothly. Let me light your route.
NOTE: all photos are of a prototype
First thing that players do is verify the turn order. This is a simple case of whichever car is driving at the fastest speed, becomes that player. If there are multiple players at the same speed, it is the one who is furthest along the track. If there is still a draw, it is the player who hugs the inside lane.
Players, then in turn order, will perform two actions. First, plot the route they wish to take along the track. This is done with six sided dice. There are six speed dice, numbered 1 to 6, plus three break dice and two coast dice. You’ll place these on the track, in front of your car, in sequential order. Either making your car go faster or slower. The coast dice act like jokers, sustaining the speed value of the dice place before it. And the break dice are used to jump the order of sequence by one extra. So, to break from speed 5 to 3 would require one break die and the speed 3 die.
This is the tactical part of the game, as you only have a limited amount of dice. This limit will change depending on your tyre set up, the weather and if you have taken any damage. Plotting your course, around bends and other cars can get tricky. To pass an opponent's car, you need to be going at least the same speed as them. And some corners will need to be taken at a certain speed. Leaving you to play out several scenarios in your head.
Already you have this finite resource. Speed. Once you go up to speed 3 and beyond, you can’t not come back down to speed 3 this turn, as you have already allocated the die to a space on the track. Even if you use the break dice, as they require the speed die that you are breaking to. The head scratching will commence. As you try to figure out the most secure and easiest trajectory to take. And while you are taking your turn, the other players are scrutinizing your every decision. You may hear a gasp from another at the table. But was that because you blocked them in? Or will be making them go the long way around? Or because you used your dice unwisely? There is a little tension here, while this takes place. Sometime another player will point out another way to use your dice, which is nice. And that makes this game an easy game to teach, as you do it while you play. The only thing you can’t teach is self restraint and how to handle luck.
Because the second part of your turn is luck, to a degree. If you’re someone who like to throw chance to the wind, you will either win easily or lose drastically. As each six sided dice has one or more sides marked with a Hazard sign. Roll too many of these and your car will spin out, slid off the course and possibly take some damage. All of this is calculated, from the weather conditions, your tyre set up and the speed of the last dice that showed a Hazard sign. The tension that besets the table is always a breathless moment. The anticipation of getting to the last space of your trajected route is thrilling. But sliding off, unable to pull off your fantastic feat, can be inraging. Especially, as I encountered, it happens three times in a row. Every time I rejoined the track. Grrrr!
Whenever you roll too many Hazard signs, you will reference your dashboard, that has your tyre type. There is a table, that you cross reference with the terrain in your location and the speed you were driving at. This will indicate the severity of the accident that has taken place. You may have just spun out on the track or came flying off completely. Meaning that you will miss a turn, as you roll back onto the track. As long as no one is occupying that space. Making you lose another turn, until that space is available again. The fast you come off the track, the more chance there is of you damaging your car. Damage comes from drawing a number of tokens out of a bag.
These tokens can be green flag, which do nothing. Yellow flags stop players overtaking the crashed car. Weather tokens changes the driving conditions from clear and sunny to slippery with rain, and vice versa. Which can be funny if the player after the one that’s accident causes this change, has planned to break hard on a bend. No longer will they be able to if the rain sets in. Sending them also, off the track. Finally, there are the dice tokens. For each one of these you have, you’ll be restricted on using that coloured dice. Drawing two black dice tokens will penalise you on the amount of speed dice you can use on your turn. Pitstoping will cost you a turn but allow you to remove all this damage and maybe change your tyre set up. These dice tokens, I find are fitting in the realm of theme. As you will find your car hobbling along the track after taking massive damage. The weather token, not so fitting.
But you’ll be happy to know that there is dice mitigation. As you can roll the dice, one of two way. First is “Flatout.” All the dice that you used on your trajectory are picked up and rolled at the same time. Yes, this is dangerous, luck driven part of the game, as you have no control over the results and could easily roll many hazards. But it has benefits. If you roll successfully, you are rewarded with Focus Tokens. One for each die used in going Flatout, except break dice. This is great for those who like to take great risks in game, but not so fun for unlucky players who roll four dice and get three Hazard results. Sending you into the barrier...Then do exactly the same on the next turn. Frustrating. But as I said, it’s up to the player to use restrian when rolling dice.
The other way to go about it, is to take your time. Roll each die, one by one and stop when you feel there is a chance of too many Hazard signs showing up. This is a steady and sure way to get around the course without danger of crashing. The sole risk comes from breaking. If you have used a break die to reduce the speed die, these dice get rolled at the same time. So, there is a chance of spinning out of control, even more so if you are hard breaking from from speed 6 to 2. This is where the Focus Tokens come into play. These can be spent, so you can remove dice before you roll them, making them natural success. Meaning no chance of a Hazard sign. The value of each die you remove in this fashion augment by a value of one. Removing the first die costs 1 Token, the second 2 Tokens, so on and so on. This is a great way to get around the circuit, as long as you have them. And to get them, you need to go Flatout from time to time.
After a few turn, the game becomes fluid and before you know it, someone is approaching the finishing line. The pressure is on to get there before them or the same time as them, but with a little more gusto, as you simultaneously cross the checkered flag. And the winner is decided, much like the starting player. Fastest. Furthest. Inside lane. All exciting fun, unless you have walked under a ladder with a black cat.
All in all, an enjoyable and sometime frustrating racing game with solid dice driving mechanic, that is otherwise a realist simulator. The art on the tiles is wonderful and sets the setting nicely, although in prototype form, the cars are nice too. With the hexagonal tiles, there is infinite coursed to make and with the promise of more cars, tiles, dice being unlocked in the the Kickstarter, the more I can’t wait to play again.
All images used in the article are of a prototype and may differ from the final product
live long and prosper
Civilization games have many things in common. You play as a race of homo-sapiens with different starting stills. You start with small buildings and then make bigger and better ones. You spread out like a virus on your table top. And then you attack your neighbours with sticks then swords. All to make yourself triumphant.
The latest game from Holy Grail Games is very much like that. Apart from the latter. Dominations: Road To Civilization, is more about getting your civilization to where it needs to be, without war and aggression. In fact, most of the time, everyone is helping everybody else, in some fashion. You place a domino to gain knowledge, adjacent another domino that contains another players city, and they gain knowledge as well. Another player starts construction on a Wonder next to your city, you gain victory points instantly. A player generate a lot of one type of resource, you gain one, grace of them. The player who's house your playing in, turns on their Michel Bolton greatest hits and all players experience the same pleasure...
There is a “I scratch your back, you scratch mine” feel to it although you are not deliberately trying to scratch anyone's back. And all of this is the fault of the domino's.
steppingstones to civilisation
Another difference to other games is that fact that it is an abstract game. There are no hillocks to build a fortress on, no forests to collect wood from and no units of workers to move around. The world that the players will construct will be of some Tron style universe. Coloured, triangular domino's that generate resources. Each is composed of three of six different colours in each corner and one central colour, called the “Camp.” In the Expansion Phase of your turn, you'll add a domino to the “Cradle Of Civilization,” connecting two faces. The adjacent touching colours and the “Camp” of your domino, then generate resources that you add to you player board. A bonus can be scored in many ways. If the colours adjacent are the same, they produce one extra. Playing next to a domino with a city already build upon it will allow the owner of the Provence to gain a resource based on the “Camp” colour.
As the game goes on, you'll have more and more choices on where to place you domino, as the Cradle grows and expands. Each turn will take a little longer as you search for that optimal place that will help in the next two phases of your turn. But as your hand size reduces, your options are a little more clear to see. As every tile you place, you are trying not to help the others. Or even set them up for a big scoop resource ice cream.
Building A Domino Rally
After placing a domino, you then have the chance to build in the (you guested it) Build Phase. You won't need bricks, wood or sheep (however the help, I'll never know) to create cities and monuments. This will all be done with the power of know-how. The resources in this game are knowledge, Commerce, Craftsmanship, Art, Science, Government and Religion. Players will be racing to gain as much as they can so they can create a civilization that resembles their own, as indicated in their secret objective card. Spending three of the same knowledge will allow you to create a level 1 city on the corresponding coloured “Camp.” If no such colour is available, you can't build a new city. These cities are important at the beginning of the game as they help collect bonus resources. They'll increase the size of your reserves of knowledge, meaning you can hold more information about how Government works. Also giving you access you more expensive items to purchase. You'll also gain influence points that are scored and used to make you extra intelligent. Having the most at the end of an age, grants to the chance to learn something from the other players.
As the game unfolds and you unlock vaster holds for your resource, Wonders can then be constructed. These are multi layered buildings that have conditions on how they are constructed. Each layer has a different resource as a requirement and gives out very different rewards. Some big points here and there or maybe a power that may come into effect later in the game. Most importantly, they give you a card that can be integrated into your technology tree, that helps with end of game scoring and your secret objective. All players can contribute to it's construction and maybe you'll be the one that claims it as your own, by constructing the most segments of this wonder.
There is always this dilemma of “what to build?” As building a city opens up your reserves and may gain you a bonus if someone builds next door. But maybe that Wonder will help boost your score, help in your technology tree or give a unique power. Or should you not build at all! Saving the resources to master a Mastery. And a powerful one at that.
House Of cards
After the Build Phase has terminated, you move into the Mastery Phase, to master a skill or ability from a large selection of Mastery cards. Each knowledge has three levels of these cards and within each level there are around three or four different types of card to add to your tech tree. This tree relies on connecting coloured nodes or Nodus as they are called in game, together to form a complete circle. Each side of the card has different colours in the Nodus and luckily, each Mastery card has multiple versions with the colours shifted to a different edge.
Building your technology tree is a puzzle in it's own. “What Mastery cards do I need to complete my objective? What cards have the best powers? Which have the coloured Nodus I need to gain extra points? And what position should I lay them out?” This mini game is a nice little addition to a what seems to be a dry euro game. As playing multiple times will give you the upper hand, having foresight in some of the card and how they interact in the game. Everyone will start their trees with the basic level one cards that are all identical for each knowledge. Swap 1 colour x with 1 colour y. If another player collect 3 of a colour, you gain one too. And these are easy to keep tabs on.
But as your tree grows, you capacity of powers grow and the time between turns does to. As each time a tile is played, you are franticly looking at your tree, like someone looking for their lottery ticket, trying to find that card that tells you that you have inherited something as well. But not all cards have powers. Some have straight up victory points. And each card can be upgraded to a more powerful side that may offer both. But which do you choose? So many decision and options that will leave you thinking, “next time, I'll try that.”
And that is a great aspect about the game. It's leaves you with this replay feeling. As your first games will be part of a learning curve. How and when and where to build your cities. And how should I develop my tree.
the end of time
Player will preform these three phases, five times before this signals the end of an age. This is a chance for you to regroup your thoughts and collect more domino's. You'll gain points for your cities and the player with the most has a little power over the others. They have proved their dominance in this universe and require to absorb a Mastery from another player. Not taken directly from the play, but from the pool of cards, this player adds it to their tree...if possible.
Experts are then assigned to each player. For each knowledge as play has the most remaining resources, they get to collect a role card that gives VP's and has a power that can be use in the next turn. Some are weak powers, but contain lots of VP's, while other are the reverse. So, is it best to save your penny's for that rainy day or go all out? Or maybe, like me, you ride the waves as they came. Another dilemma that the game gives you. As after role are assigned, all knowledge is lost. Yes, you may have ten points in Art and seven in Crafting, but they are now gone. Be happy you have the roles.
Three ages will be played in the game, meaning you'll have placed 15 tiles and built 15 times as well as mastered 15 things, it's time to count the points and see who has domination.
living up to your dominations
Dominations is a game that is for those euro players that like a deep and reflective experience. You will be constantly interacting and reacting to the other players as each action will have an effect in game, on you or on others. With it's vast array of options, pre-planning is hard to narrow down. Unless you are strictly abiding to your objectives, sticking to your guns and blinkering yourself. But doing so could loose you lots of points or worse, resources.
The mechanism's are very simple as they are the basics of most tile laying games. Therefore, anyone could pick this up and play it. Although it is quite a profound game with lots of layers, as it is wrapped in real history. Eric Dubus, one of the designers is a professor of history and has added real elements from our past into the game. From the technology's, to the race based objective cards. Maybe due to the art or the mechanism's, this does not stand out. You will be constantly saying “I collect five red,” and “I'll spend three green...” Which I suppose helps simplify the games entry level.
Every decision is an important one as you'll need to balance your resources, watch your opponents, build the right buildings and make sure that you remember where you are taking your race. There are a myriad of details that you need to check and remember. It can be quite easy to forget that you are trying to have eight cities completed while you opponents take the majority of a wonder away from you. Forcing you to preform an action that you did not want do this turn.
This is a very interactive, yet non aggressive, abstract, strategic civilisation game. Deep in decision making, that will take a while to unfold. Although lacking a little in theme, this is a very thought provoking puzzle of a game with a thousand different possibility's. One that will bring you back to the table again and again, just to try a different approach to constructing your glorious civilisation.
If board games could be made into films, I would want this one...
Not that the game has any deep story, just purely because the character art looks so profound, you can believe that they each have a great backstory.
But I am getting beyond myself. What is Rising 5?
It's a simple co-op game where players control a team of space-fairing heroes in a quest to stop a evil villainous monster, coming into their dimension through a portal. Exciting, eh?
At the beginning of the game starts with a scanning of the "Rune Gate." Yes, in true Start Trek fashion, you will get out your Tricorder and scan four runes placed in the center of the board. And yes, this game requires an a smart device.
Afterwards, the app will tell you if these runes are in the right place or the wrong place, or that they shouldn't be there at all. Sound familiar? Well it should. this game resembles the Parker Brothers game, Mastermind. In which you are trying find the matching colors to the ones set up by the "Mastermind." In this case, the app. But there is a twist...
The app displays the response in the form of astrological star signs. So another puzzle for you to solve is, which star sign represents which rune. The only way to deduce this is to scan a different arrangement of the runes. And that is where the other part of the game comes in. Your characters are going to have to do some foot work to collect some Silk Cubes on the planet. Only when you have obtained four and placed them on their alters, you can re-scan the Rune Gate.
Some of the allies and enemy's you encounter on the planet will give you those Silk Cubes. Going over to meet them or attack them will give you the chance to collect this precious items as well as some relics and artifacts.
A hand of cards is all the players need to preform actions on the planet. Moving, Encounters and Sealing the Gate. You play a set of one type of hero card, for example three Eli cards give Eli three actions. Or one card, one action. Move, encounter and scan up to those limits before ending your turn and redraw more cards. Drawing cards is a timer mechanism of the game. Obliged to draw at least one card at the end of your turn keeps the game tense and flowing. As well as the chance to draw a card that works against you...The Red Moon card.
During set up, you will add a number of these cards to the draw deck depending on the level of difficulty you want in game. Adding more Red Moon cards makes the game challenging. For once one is reveled, at the end of the next turn, all enemy's attack. Or something to that effect. The other thing that is working against the heroes is an eclipse. Marked on the board, each combat lost or big attack forced by a Red Moon cards, pushes the sun behind the Red Moon. If this eclipse happens it is also "game over."
With all these odds stacked against you, you may think that this game is extremely hard. But what are heroes with special powers. Each character has the ability to do something cool when activated. Eli can pull back the sun, preventing the eclipse. Nova can attack monsters anywhere on the planet without the consequence of bring the eclipses closer. And most importantly Orakl, who is the only one that can switch runes in the Rune Gate (a very important responsibility).
The game is aimed at family's and plays very quickly, which is great for kids with short attention spans (and adults). And is quite easy to beat, so everyone is a winner. The game encourages team work, collecting items at the right moment, puzzling out the runes and dealing with combat. As combat is a luck of the dice thing, there are ways to bolster the attack, giving more chances to be successful. Placing another hero in the same area can help as well as players sacrificing cards of the same active hero.
The nature of the co-op game makes it susceptible to "Alpha Gamer Syndrome" but at the same time, is a great gateway game for those new to the hobby. Playing openhanded and also being taught while playing are great advantages. And if you have no friends...you can play solo.
All in all, a fantastic production (10/10) from a Holy Grail Games Kickstarter.
But lacking a little in replay-ability, even with 11-12 mini expansions.
This is a game for almost everyone...and their inner child.
Get more information about the game in this video
How was the West won...?
Well it wasn't by drawing fastest or by scaring the the tribesmen away. It was done at a table, with two players and box of cardboard.
This is Outlaws, a Kickstarter from Holy Grail Games. Where one box will bring dual-ling fun for two players. And two boxes will extend that pleasure to four.
Everyone is trying to get their Governor to be elected...well, as Governor of a small western town, where cowboys wear hats and dead men wear no plaid. If you successfully get more votes than the other player, you win the game...Simple, eh!
But each player also has a, so crooked, he could swallow nails and spit out corkscrews, Hitmam who can take out that pretty dressed, ladies man. If he can find him, that is. And when the hit is done, and your Governor the only one in town, you'll win.
...Unless, the Sheriff finds this critter and arrests him.
And a selection of characters, each with their own special powers (and more Kickstarter exclusive characters too) to help you deduce and bluff your way to the top. You'll also have to have something under your hat, other than your hair, to remember where voting slips are and the whereabouts of certain persons.
Now you know a little about this one horse town, and some of it's fine citizens and, crocked as a dogs back leg, scoundrels, why not take a walk down the dusty streets with me in this "How to play - First Impressions" video and learns more.
You can also jump on your horse and go straight to the Kickstarter by clicking this link here.