Star Scrappers: Cave-in (2018) Review
For several years, the authors of Eastern Europe have continued to distinguish themselves by games with original themes and refreshing mechanisms. At this level, the two people we immediately think of are Vlaada Chvátil and Ignacy Trzewiczek. But behind these two great talents, many other authors have managed to impose their styles like, Oleksandr Nevskiy (Mysterium), Adam Kwapiński (Nemesis), Michał Oracz (Neuroshima Hex!), Adam Kałuża (K2). And I'm not talking about illustrators who are more and more numerous and who also bring their own styles. Not to mention also the publishers who have found their places on the international scene as Awaken Realms, Czech Games Edition, Rebel, Portal Games ... As such, Poland is a country that tends to pull out of the game. Authors and creations are constantly increasing. And best of all? The majority of these games are good or very good. Faced with a current production that constantly seeks to renew itself, the contribution of these new visions offers a significant fresh wind.
I discovered the game I'm going to talk about today thanks to the Institut Polonais de Paris. For more than three years in particular, this institution seeks to highlight the board game made in Poland. And rightly so. Present especially during events like Paris is Ludique (French games festival), it is above all players who seek to share their passions playful. If like me, you like Polish productions, I can only invite you to get closer to this institution to discover more because the Polish ludique landscape deserves to linger and devote time to.
Star Crappers: Cave-In is a game produced with Kickstarter. The game is now finally available in 2018. Released to a bit of anonymity, this game made by Filip Miłuński (CV) and Jan Zalewski (Andromeda) is published by FoxGames and Hexy Studio.
As often in games from Kickstarter, the game has benefited from exclusive elements. My version being a "retail" version does not have this additional material. Some are only aesthetic as an improvement to the faction busts, but others are used in gameplay as new objective cards. It is difficult for me to judge their contribution and their interests without having played. That being said, let's get to the game itself.
Star Scrappers: Cave-In is a futuristic apocalyptic game. Fifty years after the last interstellar war, civilizations have found common ground and live in relative peace. The commercial war thus ignites the universe especially after the discovery of a new resource: Xendryd crystals. These resources offer power and influence to those who possess them. This is how many companies, coming from all different races, meet on the moon of the planet Cyrkon Prime: Corund. You end up at the head of a mercenary company. Your mission is to extract as many crystals as possible in order to impose yourself and sell to the highest bidder.
Enchanting, is it not? Well, as I have spoil the surprise immediately, once in play, the theme is quickly forgotten. There is indeed the desire to attach the mechanisms to the theme, but it is quickly forgotten in favor of the best way to manage his cards and score the most points of victory. Usually, I would say it's a very sad thing. It is true that the theme in a game is a very important thing. However, Star Scrappers belongs to a category of games where finally, this lack is not too disabling.
The installation of the game is fast enough especially if you ask the other players to contribute. Once done, each player starts by drawing three cards (one level 2 and two level 1’s). At random? Yes. Do not leave, not only is it a very small bit of chance but especially it is the only bit of chance in the game (except of course the pick at the resets, but hey, if you weigh on it we can not do anything anymore for you...).
Armed with your three cards, the game will begin. On your turn, you will be able to perform two actions. Sometimes, some cards will allow you to perform an additional action. The two actions are chosen from four available. With our normal actions, it is forbidden to do the same twice. But nothing prevents it if you have specific bonus actions. Example: for my first action, I extract a crystal. In my second action I can not do it again unless I have a card that tells me precisely "you have an action to extract more crystal". If so, I can do another different action with my second action.
The available actions are:
The main game engine is the management and use of its cards. Star Scrappers offers an interesting mechanism for this management. We are dealing with a mix of Splendor and deckbuilding. The cards recovered in hand will be played to carry out the actions. Cards recovered during a turn can be played directly after the action. The combo factor is therefore important in this game.
Here, no decks or picks. The cards played will be discarded face up in front of you and accumulate. Each discarded card is placed over the previous card. This is your base. The card visible, so above your stack, will become your leader. There can only be a maximum of seven cards in your base, which also corresponds to your maximum number of cards. This principle is very important to assimilate well in the game, but we will come back to this. Thus, each action will ask to use certain combinations of cards according to their colors or their numbers.
To recover new mercenaries, you have to pay the price. The mercenaries are divided into four levels. They form a pyramid, therefore you have more level 1 than level 4 cards for example. At the end of the round, if a mercenary has been recovered, it is replaced by another of its level. This feels a little like Splendor. Each mercenary has several values and informations to take into account. Already, there is its level which corresponds to a number going from 1 to 4. Then, one finds its color (depending on its race). Finally, each mercenary has a capacity that can be immediate or permanent. These three bits data are important depending on the action you want to take later. To recover a character, it is enough to pay his cost by discarding mercenaries from his hand. A level 1 requires only one action. A level 2 requires an action and a card (any color) with a minimum value of 1. A level 3 is an action and a value of two and finally level 4 is an action and a value of three (this can come from several cards). The choice of recruitment is important throughout the game. The chosen card goes directly into your hand and it becomes available right away. Discarded cards join your base.
Mercenaries in hand, can now go in search of victory points. The first way is the acquisition of artifact. These cards are face-up and can be purchased by all players. Their cost varies according to their importance. Each card is divided into two parts. Most often, the artifacts are a way to win victory points and has a power or a very interesting ability to help players (improved action, cost reduction, ...). The subtlety is found at the time of the purchase of such a card.
When a player acquires it, they must choose one of the two sides and position it under the card of their faction so that everyone sees only one of the two texts. It will match the chosen capacity and can not change for the rest of the game It has to be said that both sides are very interesting and that the choice is sometimes very difficult. To recover one of these cards, you must pay the cost with mercenary cards. Regardless of the color and the number of cards, it is sufficient that your total value corresponds to at least the number written on the artifact (you can discard for more). Artifacts are often expensive to buy but offer abilities or ways to score very important points. It is important to take those that best fit your way of playing and not necessarily leave them to other players.
After all that, maybe you will have to get a little work done. You're not there for sightseeing, are you? So you will be able to send your mercenaries to harvest the precious minerals. A little like the mercenary cards, the crystals are arranged in a pyramid on the other side. They correspond to four levels. Levels 1 are easier to acquire than Levels 4. To recover a crystal, you must discard mercenaries from your hand. The value of discarded cards must be equal to or greater than the value of the crystal. But that's not all. The color of the cards played is important. Indeed, all the cards discarded must be of the same color between them and of the same color as the wanted crystal. The crystals yield victory points shown on it. But beware, not all crystals are the same. Some have symbols that at the end of the game, will offer more significant points, depending on the different symbols obtained.
The last action focuses on your mercenaries. Each card has a special ability. These abilities most often allow you to circumvent the prohibition to perform the same action twice. But it can also be a bonus cost reduction during your turn. To benefit from a capacity of a mercenary, it is necessary to play the card for its power. Small exception for your leader, if it has a permanent power, it will be active all along when it is not covered by another card. At first glance, this action does not always seem the most important. And yet, it can allow you to make some pretty interesting combos.
We have gone through the normal actions available during a game turn. But, there is one that gives, almost alone, all the peculiarity to this game. This is the action "Attack a base". Attacking a base is an action that requires you to spend both your actions on your turn. In other words, unless you have an additional free action, you will only do this. Yes it's expensive, especially for a game where the concept of race for victory points is important. You are free to target any base. It can be an opponents or yours. Yes, you can attack your own base (I do not see thematic logic, someone explain please). But what can this serve? Besides the fact that it adds a little interaction, this action allows essentially more strategy. After choosing the targeted base, you automatically win. Obviously, they are too busy with their mining to protect their achievements. But being attacked is not so punitive.
Already, the defender recovers their leader into their hand. This card is never lost. This notion is very important during the discard phase of your cards when you are playing. Benefit from a permanent power or protecting another card ... The choice of your leader is in itself an important notion. In exchange, the attacker receives the leader token of the faction's color. Attention, not the player but the recovered leader mercenary card. Owning a leader token to a permanent reduction of 1 during the crystal extraction action on the same color. Finally, permanent ... until you no longer have the faction counter in your possession.
Then, the attacker can steal as many cards available from that base and fill their hand to their card limit. Remember that a base is limited to seven cards, and that the hand is also limited to seven cards. The hand can never exceed seven. If you have to draw a card while you are full, it's impossible, simply. Paying attention to your hand is a very important notion.
The action attack a base is one of the most interesting things in the game. Far from penalizing other players (especially that it is possible to target oneself), this action is very strategic game-wise. You have to know how to play it at the right time and maximize the gains it can bring you. At the same time, knowing this, you will be led to think more about how to play your own cards and especially when. Wait for the right moment, when the other players have well-filled hands to try to recover their cards the next round. Try to create an unattractive discard pile to prevent others from coming to you. But to do so means to deprive oneself of actions that can be powerful to you.
This notion is finally quite new and little used, even if it is not non-revolutionary. These hesitations offer a quite fun experience. Because in the end, even if you steal the cards you have patiently accumulated, you can steal them at the right time. Without going through the system of bluff / counter-bluff, this system adds a little tension and some tasty moments of reflections. Not to mention that it is one of the main factors of the interaction of the game. A real good find this mechanism!
But how does it end? By dint of drilling everywhere, the stability of the moon is less and less assured. On some crystals, there is a cave-in symbol. When one of these crystals is extracted, the collapse marker is advanced one notch. This is also the case when one of the slots becomes empty. Once the marker reaches the number of players (shown on the central board), this is the last turn before the site collapses.
Star Scrappers: Cave-In is a surprising game. At first glance, the game seems to correspond to a kind of inverted deck building with a strong connotation of Splendor. Until then nothing extraordinary. But the addition of the choice of artifacts and the method of using them (goal point of victory or permanent bonus), the method of recovering crystals and the way to use cards make it an interesting game. I was not counting the fact of this adding a layer of pleasure. The Attack the Basics action gives the game a sizeable hint of additional strategy and optimization. And this, without necessarily complicating the whole or weighing it down.
Star Scrappers is indeed a fluid game. In turn, the number of available actions are not important, however each mistake can be expensive. Under its few aspects of game development and card management, Cave-In is a race. A race for victory points but also against time. You have to be able to optimize your choices so that everything works for the better. But it's not so easy. With a chance close to zero (except in the appearance of cards), the game offers a highly interesting challenge.
With its gaming system, it goes off the beaten path and offers an experience, not new, but different. With a relative simplicity of approach and mastery, the game offers significant depth.
But the game is not free of defects. You can sometimes blame it on it’s repetitive side when everything goes according to your plan. Finally, if you summarize it, roughly you could assimilate it to "I take a card, I get a crystal". "I take a better card and I get something else." But that would be to forget a big part of what gives the charm of the game. To make abstraction of the present tension and some, not so easy choices to realize.
Being a little picky, we can also blame a little lack of theme and similar illustrations too. Indeed, even if the work of Mateusz "Draegg" Stanisławski and Łukasz Witusiński is interesting and gives a certain atmosphere, it is regrettable that too many cards have the same artworks (method well known fans of FFG licenses). A little more customization would have added immersion. Especially when we see the talent, we want to have more.
Star Scrappers is unfortunately a game that has not had the success it deserves. I'm not generally fond of this kind of optimization game. And yet, the sauce really sticks well. Simple, fluid, accessible, it offers a very appreciable challenge. Unlike many games of this style, it brings through its mechanisms an interesting and welcome interaction. The world of the game is inspired by a miniatures game developed by Hexy. An interesting universe that deserved to be more highlighted.
The replayability of the title is present by the implementation and the fact that at each game the available factions are not always the same. Another good idea lessening the winning combo. I can only advise you to try this game and discover the system of "discard-building game" (that's what they call it, not me).
Star Scrappers: Cave-In is a game that can put you directly in the mood and competition. Simple to access, it offers a pleasant depth. It also benefits from a fairly soft price choice, especially compared to the pleasure it brings. Playable from two to four, it is pleasant to play in all configurations. A very good surprise for a surprising game.
Technical note 9/10
It is unfortunate in view of the artistic quality of the illustrators to benefit only to have the same cards with illustrations so similar. More variety and customization would have been a bonus, especially for immersion. The rule is well written and the iconography is clear.
My score BGG 8/10
(Very good, enjoy playing and would suggest it.)
For this style of play, Star Scrappers offers one mechanic and an interesting challenge. Not devoid of any defect, it tries to transform known mechanisms to obtain a rather original play style. Without renewing the genre,ise proposes a style of its own, fluid, simple and yet worked. A nice surprise to try without delay for those who like the genre.
Combined score of 8.5 / 10
And now it's up to you...
Clash of the Ardennes
Tested - Liked - Want to play again soon
As you can tell, this is a team game or a solo affair if you wish. Both experiences make a little difference. Play on your own and you’ll be 100% engaged, but may miss certain clues or not be able to think out of the box. Playing in a team, your engagement level is as high as you want it to be. The more you participate, the more you get out of it. Being timid may leave you on the sideline, wishing you said “yes” to TI4 instead. And the more minds there are, the better the chance of succeeding at this puzzle. As this is what the game is. A tangled puzzle of what he said, she said, this clue, that clue and “I think it was…”
But as I said, you will start with just one location or one character. By interacting, you will open up new locations and other characters. The game comes mainly from a very smart app that you will have to download to play. It holds a selection of stories for you to play and there are more in the works. Where as the table will hold a board, that houses locations, clues and characters. Everything has a QR code that you’ll scan into your smart device. A very intuitive system, where if you want to go to a location, you scan it and voila, your there. To talk to someone, scan them and they are now talking to you. But they need to be in the location that you are in. Ask someone about something, scan that person then that item. Scan, scan, scan. There is a lot of scanning in the game. More so at the beginning of the game, as you are collecting evidence and clues to a story you know not much about. There’s so much scanning, you may forget that this is a board game.
Talking of scanning...
I’d say that around 70% of the game is on the device, the other 30% is at the table or in the imagination of players, trying to piece together this mystery. The game tries to get everyone at the table involved in the form of a light virtual reality, search the crime scene segment. One investigator will be given the app and using it, look around the location, calling out thing of note to the rest of the team. While the team will be flicking through a deck of clue cards, trying to find cards that correspond to what the investigator is seeing. The cards are vague in substance. Stating “bags” or “decorations.” The vagueness works well as player can discuss and debate whether it was a clue or not. It also leaves this items open for use in another scenario, as they could be shopping bags, hand bags or luggage bags.
The virtual reality that the game uses is like a 360 degree image that the investigator can either scroll through with a finger and zoom. Or if you have purchased the Kickstarter addon of the 3D glasses, you can slip these onto you screen and look around the interior of a bubble image. A very nice use of technology in a board game, as it inserts the player right into the world they are playing in. A time limit is added as well, meaning you will frantically be shouting out all kinds of things, in vain hope that your team can find the right clue cards. This adds some of the tension to the game, because as the titles states, you are up against the chronometer.
Every action you perform with the app, costs “in game” time. Your case may be on a time limit, were every minute count. As a team, you’ll be talking back and forth about what to do and what questions to ask. Every question, location change and search of a crime scene costs a different amount of in game time. Before you know it, it’s the evening, in game that is. And each character has a real life in this virtual world. Bob may be found in his Camden Town office during the day, but at night, he is at a little bar in Soho. And because of the way the game is written, Bob may be happy talking to you, up to a point. But asking him about one particular thing may result in him taking a dislike to you or maybe not wanting to see you at all. He may disappear entirely from the game. And that’s a hat tipping moment of the game, to the writers and programmers. You feel this world is alive.
The scenarios and dialogue are top notch. Nothing overwhelmingly complicated but still intriguing deep and perplexing. When characters speak, it’s not pages of exposition. It’s short, sweet, to the point and laced with clues. The language is not overly elegant like in Doyle’s Sherlock, but more in the realm of a TV sitcom, meaning everyone will understand what is being said. And everything that is said will make you go, “oooh!” In the scenarios I have played, there always seems to be a myriad of possible suspects or interwinding connections between the cast. The more you learn from the world, the more the path becomes clear. And before you know it, you are debating with your fellow detectives, that your account of the story is the correct one. Once you’ve persuaded them to take you to the station, to file your report to the chief, your in end game mode. You’ll answer a collection of question about the scenario, scanning the appropriate responses. Finally, you’ll get to see if your deduction skills have paid off, with a final score. This score will be made up from the correct answers plus the time that is took you to complete the story.
Each story will, after a time of discovery, get conversations started at the table. You’ll be recounting the events, drawing lines and connections between all the suspects. Laughing, arguing and brainstorming all the possible events that have come to pass, that have lead you to your conclusion. A real team game, where you may be making notes, taking names and placing bets on the outcome. You’ll soon forget that you are sat around a table will a smart device in your hand. You’ll actually feel that you are in New Scotland Yard, with Inspector Morse, Columbo and Jessica Fletcher.
Once you have completed a scenario successfully, it’s gone. You can replay it if you wish, but you’ll not be surprised by anything. Even if you play with a different group, months later. Something will trigger a memory and the answers will come flooding back. You could hold your tongue and let the others discovery the wonders of the game, but there’ll be nothing in it for you. Making replayability null and void. Although, replaying a scenario you failed at miserably, is a little more rewarding. But like the Choose Your Own Adventure book, when you die and restart, you’ll be zooming through the starting pages of text because you already know it. Until you get to that branching point in the story were you find something you didn’t see before or get a different response from a character. It is still satisfying when you finally get the correct conclusion. But again, unplayable after. A nice touch is that if you do fail, there is no obligation to replay, as there is an option to see the solution. Clicking on this option and you’ll get the who did it and why. So if your friends can’t come back next week, they have some closure to the story.
One other bug from playing a set in stone story is that, sometime you may miss a clue, not shown the right clue to the right person and feel that you have walked into a dead end. Not sure of where to go and what to scan, you do this frantically until something falls into your lap. Or not. The game does try to help you in the form of, if you pass a certain amount of in game time, you’ll receive a text from the chief of police. This will inform you that maybe someone else has been killed, and you need to get your ass to a location to interview someone. This puts pressure on you, but also help the story move forward. But if you are prudent about your scanning and not wanting to waste time, you may pass a lot of real game time, look blankly over the table, retracing your actions. What did you miss? Luckily, there are four, on hand experts that you can call on, who deal with forensics, medicine, data information and phycology. Always a phone call away. Another nice feature in the app is the ability to go back through the history of your scenario, reading everything that was said and done. A great feature if you have to stop playing for lunch, to recap “previously on…” And useful if you are all clued out.
Technical score 9.5/10
The presentation of the game is extremely well put together. From the wonderful (slightly to big) box insert to the simplistic rule set. And the artistic palette used in the locations and characters is pleasing to the eye. Cartoonie, but relatable. The fact that everything can be reused in another story and be something different. Like the characters, who are like actors. In one story, character 52 is a gardener and in another story, the politician. There are even linked stories that continue off from the previous ones. With the same roles designated to characters and seeing the repercussions of you solving a case. There is infinite stories that can be told with just this base box, as long as there are more available for download later on. And the app handles really well. Any bugs that crop up are cleaned up quickly, thanks to the quick response from the team at Luck Duck. Although the app lacks one small thing that will help immerce the players into the game further. Sound effect. The music is good (yes, I’m kissing my own ass as it was me that did it) but very repetitive. Many will just switch it off. Shame!
My BGG score 8/10
This is why we get around a table. To debate, discuss and have fun. And that’s what this games does. Although there is a long period at the start of every game of silence and scanning. Are real detective game that feels like a detective game. Just needs either a random element or a bucket load of scenarios to play...right now! =)
This game is my cup of tea
Driving at breakneck speeds
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.
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.
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.
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.
It's not every day that you get offered a game and get excited by it instantly. Now, I don't get bucket loads sent to me, like Rahdo or Vasel, but those that I do get are unknown to me. Hence there is a little mystery in discovering a game. Not having any expectations. And never sure of where the game wants to go, leaving me with mixed feelings. For example, a dungeon crawl is a dungeon crawl, which is a sensation I know well and can appreciate it. And a good one will make me feel that I am crawling in a dungeon. Where as game where cubes are moving about, card are being bought, but the game is about concurring the world, can give me the feeling of farming. Not concurring the world at all.
Last year, I had a game shoved under my nose, that was a war game...of movie star clones. And it didn't give me a war feeling, but was immense fun. Plus there was combat. Mental and physical. That game was called Badass Force and in one week, starting on Kickstarter.
The game has an air of Coup. Choosing an A-list action movie star, like Arnold, Sly or Bruce, in front of yourself. Then, either telling everyone that who it really is or blatantly lying about who you have, just to use another power from another character. That way, in no one calls your bluff, you can take down some of the other players at the table. Interesting stuff...
...But it's not all about bluffing. Which is good for those that have a dislike to these type of games. You can play honestly. Because there is more to this game than meets the eye. You can change out the character you have choose. On top of that, there are weapons that need to be loaded, before firing. There is a choice with the weapons. And the biggest bonus is, there is no player elimination. If all your stars have been wiped out, you get to collect them and reuse them...But in a Revenge mode. A mode where their powers are enhanced. So if you are bad at lying or just have bad luck OR are always picked on. You become a tad more powerful, striking a little fear in your opponents.
"I heard you were dead!"
“Go ahead, make my day.”
"That's not a knife, that's a knife."
"This is my BOOM STICK!"
"Hasta la vista, baby."
“I have come here to chew bubblegum and kick ass… And I’m all out of bubblegum.”
"Say hello to my little friend."
Man, I could go on and on...
This game is an enjoyable party style game. And I'm not just saying that because I am now the community manager for the KS. But because I do enjoy this game. The player interaction is high and made higher when one liners come out of other players mouths. Of course there is a bit of luck involved in the game. Calling bluff on a player you've never encountered before. But there is always the rematch, as you figure out their style of play. And there is a surprising amount of strategy hidden in the game. Should you bluff? Should you use your loaded weapon? Should you choose this character? Should you make their grenade, blow up in their face? Lots of choice and plans to formulate. But I won't ramble about it too much. I'll let you look for yourself. Below are some links to the rules, character powers and tips. Check them out and I will see you soon, with some videos.
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Link to HOW TO YIPPEE-KI-PLAY (part 1)
Link to HOW TO YIPPEE-KI-PLAY (part 2)
Link to CHARACTER POWAA!
Link to WEAPONS TRAINING
Link to Facebook page
I was asked by the team at Monolith to demo the prototype at a special event at the Philibert game store in Strasbourg, to which I said "no problem." As Philibert is one of the biggest stores in Europe that deals with delivery, not only games from it's website but also Kickstarters to your door. And it's been 40 years that this company has been in operations. So HAPPY BIRTHDAY PHILIBERT.
Remember, that in this video, it is a proto and does not have all of the components. Have a look to see if it could be your cup of tea, then watch out for the Kickstarter, as it drops in October
live long and prosper
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
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
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
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.
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
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
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.
how to play
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