Greenville 1989 (2019)
I'm not usually a fan of narrative games. Basically things can go bad.
The first thing that completely captivated me is the graphics of Greenville 1989. The works of David Sitbon is exemplary on this game. All images have many readings and have references from all the movies or series of horror (Friday the 13th, Freddy, It, ...). That's wonderful. It is a real pleasure to see the work done and especially to be able to escape fairy worlds. Here, forget the cute and the colorful. What a breath of fresh air! It's really good to see that a publisher dares to think outside the box and propose an adult universe. Congratulations!
To pass the discovery of the images, one passes to the discovery of the game. The theme helps, and I must say that I was really taken by the atmosphere of the game. To save the group is not so easy. But what it is is, horrifically pleasant to plunge into this dark universe. Florian Fay, the author, managed to offer a theme and a real story to a narrative game. The central mechanism, which seems simple, is a great idea and works wonders. The addition of the cooperative side brings the unit a unity and a tension that is well present.
Of course the game is not for everyone. If you do not like movies or horror series, or if you do not like to release images and tell stories then go on your way, this game is not for you. Yes, it is not enough to know Stranger Thing (the reference that you find in all reviews when it is not really THE reference of all cards) to find it all the time and allow the game to offer its potential. The importance of the atmosphere and getting out of the cards are almost essential. We are not in a Dixit or a Mysterium. We must go further. In terms of mechanical sensation, we are much closer to a Fabula, for example. But more intense and more immersive.
Greenville 1989 offers an intense immersive experience, both fun and scary. But to make the most of it, you have to play with the right people. And here, the game makes sense. A success ! I have only one desire ... to return it and yet I can tell you that the places are far from fairy tales. Thank you for this very good game!
If you like storytelling, and you have a little bit of experience role-playing, you will gonna like this.
This is not co-op Dixit, which I’m sure you will hear a lot, but more an RPG. Teenagers trying to get through a lovecraftian utopia which is taking over their small town. And all you need to do is tell the story of how you got from point “A” to point “B”.
One of the first things that you will be impressed and blown away by is the graphical presentation that is depicted on all the cards. This surreal art that has elements of Pop Culture horror films as well as some Cthulhu-esque elements, all screaming at you from every lavishly caressed paint brush stroke. Putting your own twist into what you see, will help the one player that is the guide for the round. It is their job to determine the next part of your adventure. After everyone has told their story of what is depicted on their card, which is their current location, the guide will have to draw a number of random cards and say, “ok this is where you're going.”
Giving your guide enough information, not only what is pictured in your card but also what your character might do. May they be terrified and mesmerised on the spot? Will they want to uncover what that thing is in the distance? Are they scared and they wish to run away through that exit over there? All these things will help guide the Guide, to choose the correct card for each player. Because all players have to do is correctly guess which card the Guide has picked out for them. Do this 4 times and everybody wins.
This is a fantastic and quick, role-playing game that put players into horror films. Of a sort. The more imagination you have, the more fun you will have and probably win easily. But this game may struggle with those players who may be stuck in a location because they haven't guessed where the Guide has placed them next. Therefore they will have to repeat everything that they have said previously, which can be dull to some. You’ll need to elaborate a bit more and put some feeling and thought into your story. And when I say that, I literally mean tell the guide what your feelings are and what your thoughts are have your character. As they may easily be able to choose your path because there is an element in the current location of a player which matches exactly the next image they have drawn. This is an easy way out, for example, if there were balloons in the location of the player and the next cards that are revealed have one image with balloons in it... This is probably where that character is going to go.
I would recommend this for players that like a storytelling challenge, as it this will bring out the creativity in players in a way that I have never seen in any other game apart from RPG’s. Inevitably players may get familiar with this cards and will be longing for more locations and more scary creatures to tell stories about. As this small game fits into a large box which has a little uninspiring player board that the players are trying not to fall off of. And some fairly simplistic tokens that characters can collect and use to help them out on this nightmare of a game.
All in all, I had a very good time exploring my imagination, as did the other players. I would definitely recommend playing with 4 or 5 other creative minds and see where these stories will go.
A Space Odyssey
The space faring race that we believed we'd be by 2001 is sadly not here. And it dose look like the Babylon 5 timeline may be the last hope for peace and space travel (yes, I am a B5 fan). But that doesn't matter. Just getting to Mars at this time in life, is a challenge and a dream of it's own. But in the gaming world, you just need the right team, at the right station to get from one planet to another.
Ganymede (from Sorry We Are French) is a card drafting game where you will be transporting mankind into the star, ship by ship, while building up your corporation as you go. Each player will have their own board, depicting Earth, Mars and Ganymede. With a reputation track that shows your corporation status, but unfortunately, no indication of where Weyland-Yutani is. As your reputation grows, so does your score, as well as the chance to preform extra actions. Max out your track and you have the chance to send a vessel into the stars, from Ganymede. And that is the object of the game. To get as many of your scientists, colonists, leaders and other types of useful human launched from Ganymede, into deep space.
On your board, you will select two scoring cards to place on the two spaceports situated on Ganymede. Each port has a prerequisite for types of humans needed, before it can blast off into the void, scoring you end game point. One port needs one human from each of the four sectors, (marketing/communications, leaders/managers, engineers and healthcare) while the other just requires three from the same sector. Each sector is represented by one of four coloured Meeple. Each scoring card has a fixed point value or a condition for scoring like, 1 point for each engineer you have transported or score the same amount of points as your reputation. Some even give you a bonus after your ship has departed, like a point of reputation or a free recruitment from any of the sectors. Plus the occasional card that will allow a ship to leave its port with one less crew member.
One giant step for mankind
How is this all possible? What technology will we need to take mankind beyond the starts? Well, anyone familiar to Splendor will latch on quickly. In the middle of the table, there is a pool of cards and tiles to pick from. Taking a tile will either recruit a human onto Earth or let you preform another special action. Special actions will permit you to transport a human to another planet/moon (Ganymede is not a planet) or gain a reputation point for example. The chosen tile goes into one of three spots on your board and each tile has a coloured symbol in the corner. If on a future turn, you take another tile and it has the same corresponding coloured symbol as a tile already in your tableau, it will multiply the effect of the new tile. Meaning you can recruit two or maybe three humans onto Earth, if you have all tiles with the same colour. Or mix and match the recruitment with a special action, as each tile has a choice of two options.
Maybe, you all ready have a team on the Earth spaceport and it is filled to it's capacity of six Meeples. You're going to need to transport them to the next relay point, Mars. To do so, you'll need to take a Earth card that has the same coloured Meeple as you have on Earth. Only if you meet the requirements on that card, will you be able to take it, sending the spaceship and the chosen crew members, to Mars. The same is possible for Mars, that has a smaller capacity of five Meeple. But this time, you'll take a Mars card, if you have the required Meeple there and transport them to either of the two spaceports on Ganymede. Be careful, as shipping Meeple to an overcrowded planet could mean some are lost in space...
In Space, no one can see you be special
These card, once taken, will go onto your tableau like the tiles. They also have the same coloured symbols on them and a dedicated space for them to be placed into. If you collect all five colour types of card, this will allow you, like when you max out your reputation, to launch a ship from Ganymede, whether it has it's full complement or not. Collecting multiple Earth and Mars of the same colour also has it's benefits, as some have special actions on them. These actions get multiplied for each card the same colour too. Adding a forth blue card to your board, with a move actions means you can transport any four of your Meeple to another space, or the same one, many times. Very powerful and useful.
Special actions can be had for ejecting tiles from you board, into space. On your turn, instead of taking a card or tile, you can discard any number of tiles you have to preform the same amount of special actions. Actions like recruitment, move, gain reputation, change the colour of a Meeple and choose a new scoring card. In fact there is a forth row in the middle of the table, and that is for these cards. They can be taken into your hand with a special action or whenever you launch a vessel from Ganymede, giving you the chance to replace it. Once a player has launched their fourth scoring card into the unknown sectors of space, the game comes to an end...
The Final Frontier
Space travel has never been so quick and smooth as it is in this game. After an initial play through, games become quicker, from an hour to almost half that time. It's light mechanisms give you plenty of choice on your turn and even thought some of your Meeples may be stuck on planets due to no ship wanting to take them to the next relay point, there is always something else you can do. It may slow you progress in this space race but can turn your game around. Especially if you are watching the other players.
There is a mild bit of interaction in the game, mainly from the pool that players are drafting from, in the middle of the table. But you can be nasty by watching what the other players are doing and take cards away before they have a chance to take them. But it is really a light family affair, that is easy to slip into, unlike Ripley's spacesuit. It has a low entry level and a concentration level that will not burn your brain out like a Martian heat-ray.
This is a small, compact game that shines like a beacon in space. It's theme comes through, unlike it's counterparts (Splendor or Century: Spice Road) as a space race to colonize the far flung reaches of the galaxy. With it's fluid drafting actions and rapidly increasing tension, as player multiply there actions, bringing their crews to Ganymede quicker and quicker. It's exciting up to the last round.
The game could even be called pocket sized, as all the components are smaller than what they should be. Small Meeple and cards, conceal the really cool retro artwork that looks like if came from a computer game in the late 80's. Which is a shame. Only the player boards and rule book, justify the size of the box that resemble a Monolith in space.
May it live long and prosper...
The sun is shining.
The heat is comfortable.
The wind blows genitally. Then a little more forceful, making cards fly off tables and frantic gamers scramble after them. Only to return to the table with a giggle on their lips and the game continues.
Yes, we are outdoors at a weekend festival called Paris est Ludique. Not "Gay Paris" but "Playful Paris." Where publishers from all over France come to demo their new game, classic big sellers and games for the future. First time and famous designers show up to to get reactions from their prototypes and maybe their signature on a contract. Also Belgium publishers get in on the act and somewhere, hidden away there is even an English one too.
But that is not what you see as you walk around the Pelouse De Reuilly. It's all the smiling faces from the thousand guests that are walking around. From the demonstrates, content to retell the story of why their detective is addicted to cigarettes or why it's important to save the animals in the zoo. Even from the security personnel, who are amazed to see some many gentle people having fun together. And these smiles reflect in the environment all around.
This is not the first time that I have been here and felt this ambiance. PeL (Paris est Ludique) is my local big event, where I get to catch up with friends and contacts that I have made over the years. It is the second best event that I attend every year, after Essen (nothing will beat that). And I enjoy every minute of the wondering and babbling that takes place there. It's family friendly exterior entices thousands of parent to sit down and have fun with their kids.
With it's outdoor events, gaming tournaments, there were also the awards for the editor and authors of games. So much going on but all well organised. A lager event that is getting larger and large. In fact, this years ticket sales were 7,000 more than the year precede. A total of 20,000...(your gonna need a bigger boat!)
So I played as much as I could, so I could show you what is new and coming to our hobby. And maybe a be of that smiling has been captured on video and rubs off onto you. Roll on PeL 2019... =)
Overviews and interviews from Pel
Immortal 8 is the latest game from Moonster Games, who gave us such great such as Crossing, Imagine and Miniville, (Machi Koro) that are proudly sat on my shelf. All of those are light, fluffy family games, but their latest game is aimed more at the hard core gamer.
what's my name?
In Immortal 8, you are in fact an immortal God. One of 8. You will be dealt your role at random and regard it in secret. Only you and you alone know your power and secret scoring ability for the end of game.
You will then construct a civilization, from nothing. You won't be needing any wood or clay to build the temples, treasury's, market or war machines. They just come into being. You are a God, are you not...?
Everything that is built has an action and sometime a bonus, that will give you civilization tokes of either the Military, Science or Chaos. Building that are built by you can be used by you. Building that others have built can also be used by you. At a cost. But your not restricted to building just buildings. There are the eye catching and elegant Wonders that can be used by all players, granting them some God like powers.
And Heroes. Every Greek God had heroes, why can't you. Create one that works for you. Make them in your image or not. Throw the other gods off on who you are. The last thing you need is for them to know what your objectives are. Because they will hamper you, burden you,
call you funny names.
a god's game
So each player will be a God and have two rounds in which to get as many points as they can.
Each God has their own way to score points as well as common path of victory points. Each round is made up of a draft phase, kingdom phase and supremacy phase. So not a lot of time to generate a victory.
In the draft phase, players will have five cards to draft from. But only a maximum of three can be constructed. The other get turned into different values of currency, depending on the card drift turn. Some constructions will give you civilization tokens that will be used by certain Gods to gain more points. This is a good way to get "found out" by the other players, as to which God you are.
In the second round there are only four cards, of which only two can be constructed...
In the kingdom phase, you get to active and use the actions of the buildings you have built to give yourself more civilization tokens and money. Money is used to use the buildings of the other players at the table. Don't worry. They won't rob you blind. Unless you are on the opposite end of the table. The further away the building you with to use is, the more it will cost. Luckily, they don't collect your money, they just gain some culture, in the form of a 1 pointed token.
A pool of Wonders will lay in the center of the table for everyone to use. Only once can you activate one of these and they grant tremendous power. Even the possibility to collect diamonds, a very rare provider of points. On top of that, if you have a Hero, they can go and do some dirty work for you too. Like give tokens to others or destroy buildings for fun.
Finaly, there is the supremacy phase, where the owners of the most Military and Science tokens will receive a four pointed, Supremacy token. Big points that are added at the end game.
"I am he"
The end game is the moment of great intensity. As one by one, the Gods reveal themselves and score their points. A nerve wracking event as you thought they were someone else and they score big points on your behalf. Building a building next to a player that profits off of it can be a huge mistake, although it gains you culture points. Maybe they shouldn't have use your building because they gave you enough culture to win.
The game becomes even more intense if one of the players is Tomorrow. They can score big if they can divine every players God.
All in all, a very deep and tactical drafting game that plays quick, doesn't flood the table with too much information and has you double guessing everybody's agenda. Check out the How To Play video below.
Or click the buttom below to find out more about the Kickstarter
Hello Chaps and Chapettes
Things have gone crazy here, in BGES studios (well, at my home). The web site has bee a little quiet of late but that is because lots of work going on behind the scenes though.
I have been helping out with the recent Kickstarter Batman: Gotham City Chronicals and the amount of support and love for the project has been overwhelming. A ton of Batfans have been waiting for a game like this (like me), and now it is here. I have already played and produce videos on my thoughts and feeling about the game. Scroll over to my Kickstarter page to see them.
Another project that has just this minute started is Immortal 8.
A rapid playing, card drafting game with hidden roles and "asymmetric scoring" (I may have to copyright that, if such a thing exists.) Set in a fantasy universe, were you are a God building up a civilization, with only a small handful of cards. A game from the team behind Imagine and Crossing and is now live on Kickstarter.
Again, I am helping out, not only in producing a video on how to play and what my thoughts are of the game. But behind the scene, I am answering question and responding to comment about the game. As I am with Batman.
Although I have been tied, I have not gone away and will posting more and more tit-bits here. But in the meantime, catch up on everything here on the Double-Back Monthly.
video blog for february 2018
A new day, a new year and a new adventure awaits.
As you probably saw from my Top Ten Games I'd Drop Everything For... list, I like to play the same games again and again. For me, nothing beats playing a game that you don't have to explain to your competition and you can just go head to head in the challenge to becoming the master of that game.
But there is also nothing like trying something new and different. To cleanse your pallet. And although I am not a fan of the "Cult Of The New," I find myself being wrapped up in it's web. This year, I will be working for game publishers on their newest games. Mainly Kickstarters. As always, I will be producing videos that show pertentual backers how the game works and feels.
Here are some of those titles:
So, not only am I making reviews of game, but with some of them I will be helping in the support as they are running on Kickstarter. As a campaign manager, which is kind of nice. Another bonus from this is I get to learn how these games work, not from reading a rule book. But from actually being taught by their designers. And that is a whole different sensation. You get inside their head and understand every facet and rule tweak that they have made over the many years that the game has been created. It's a wonderful feeling.
You can check out these titles in more depth on the BGG website:
And who knows what will be further down the road.
All I can tell you about the things that have happened in the past month. While I am getting older, I am finding it harder to retain information. I have even forgotten my birthday! Old man.
So instead of typing about all the wonderful things I seem to remember doing in December, I have recorded them into a little video for you.
And that is just a fraction of the things that are coming in 2018. Unfortunately, I can not cover everything, but if I get a chance to, I will.
If you have a question that you'd like me to answer in next months video or advice about a game, please leave it in the comment section below. Until next time, play nicely together.
Ciao for now...
Barry Doublet &