Cupcake Empire (2018) review
It’s not very often I get inspired by a board game, which immediately after playing, I wish to do what I did in the board game. In this case, I immediately wanted to make cupcakes after playing Cupcake Empire (and eat them too). But in no way do I wish to run a chain of stores .
This colorfully attractive game uses dice as workers. So expect a bit of a random play as you roll the dice and allocate them to their specific numbered jobs. Of which there are five professions which use those numbers of the dice. If you’re dice workers turn out to be number 1’s, they will help in the production of the sponge bases which forms your cupcakes. Number 2’s will produce the icing while number 3’s will help you construct outlets. Building outlets on different streets will allow you to make deliveries in that street, which correlates with the number 4’s, that will do your deliveries. 5’s represent the manager and has some managerial actions like, hiring new staff which will give you extra dice, building bakeries and the possibility of performing any of the other actions already mentioned.
Each of these actions get more and more powerful the more dice there are in that column. So for example you could create a nice simple sponge base by having three number 1’s. Having five number 1’s will allow you to create a special sponge base. And finally having six will allow you to produce a simple and a complex sponge. Considering you only start with eight dice, what are the chances of you rolling six number ones to perform that special and action. Don’t worry, as you’ll have five experts with you.
Each of the different jobs don’t only have a number allocated to them but they also have a color too. Therefore five of your eight dice will be colored to correspond with the five actions, while three dice are grey. These colored dice are experts in their field. Having your expert dice in the right action column will allow you to perform the action superior to what you can perform with your dice in that column. For example, going back to sponge base making, if you have three number 1’s in the column, this will allow you to create a simple sponge, remember! But if one of those dice happens to be the expert purple dice, this will allow you to perform the action above that, which normally requires five dice. So you’ll be able to create the special sponge. And if two of those three dice are purple, you’ll be able to perform the super action of getting two sponges. The manager, which is the pink die, is an expert in every column, therefore boosting every action. But wait a second, you’re probably saying that the chance of rolling the dice and getting these experts into their correct column is very wild. The good thing is there are lots of ways to mitigate the dice in the game.
For one you will notice that I haven’t mentioned what happens to the number 6’s! Whenever you roll a 6, that worker is tired and will go and take a vacation. Vacations will give your staff a chance to have a good idea, which is actually a token, of which you can collect a maximum of three. The bad news is that this vacating dice is kind of out of play, as it takes its holiday. Other bad news is that it gives the other players a chance to have a good idea as well. Each player has a track on which a cube will move along every time someone put a dice on holiday. Although you yourself will immediately get a good idea, whenever this cube passes a certain point on the track, those players could possibly have a good idea as well. These good idea tokens can then be used in all manner of different ways. Spending a maximum of one good idea on your turn can sometimes lead to some interesting decision-making, as the things that these good ideas can do are quite powerful. And if circumstances don’t go your way, you may be led to make tough decisions on how to spend this one good idea per turn. You may have more than one worker on holiday, which limits the amount of actions you can perform. But spending a good idea token can bring them back from holiday. And what’s better news is that you don’t even need to roll them to tell them what action to do. You just place them in whichever column you want. Which is a great advantage if you have an expert dice on holiday, as you can place them directly into their designated job, therefore boosting that action to a more powerful one.
Other things good idea tokens can do include, buying a power up or shifting a dice from one column to another. Again, these are two powerful actions that can change the outcome of the game. Moving an expert into their designated column so you can perform a more powerful action then you have lined up, is a bonus. But on top of that, buying a power up, that can be activated when you perform an action is a super bonus. Each player will start the game with a random power, which they will allocate to the beginning of one of their columns. Every time you perform that action and use the dice next to this powerful token, you get to activate it. These powers can be chained to an action, three at most. Or you can spread them out so you are always performing a special power on every action that you perform. These powers will allow you to gain victory points immediately, to building an outlet or make a small delivery. And also help speed up the process of getting good ideas and acquiring sponge bases and icings for your cupcakes.
Winning the game couldn’t be simpler. As every round you are going to score points. Once someone score more than 70, the game comes to an end. Every player has a cooking skills of level of two and in economy of level of one. At the end of your turn, you are always going to score the number of points depending on which of these tracks is the lowest. In other words at the beginning of the game, every player is going to score one point at the end of their turn, due to the fact that their economy track is on one. Unless on your first turn you manage to raise the economy by either building an outlet. Delivering cupcakes is one of the major objectives of the game, as there is a separate board with all your bakeries and outlets laid out next to streets, where clients are waiting for cupcakes. These clients come in the form of Meeples, beautifully decorated in the same colors of the cupcakes that they wish. For example one meeple has brown trousers and a red top, meaning that they want a chocolate-based sponge with a strawberry icing topping. And there are many different combinations of these meeples, as there are four different icing flavors and two different sponge base flavors. An important thing to take note of is the distance that they are away from your outlet or bakery. The further away they are, the more powerful your delivery action will need to be. Not only that but the further away they are, the more they boost your economy and possibly give you victory points at the same time.
You’re cooking skill track will go up every time you create a cupcake, combining a base and a topping. Basic toppings and basic sponges will make this track augment by one per article. Where as the more complex sponges and icings will lift it by two each. The great thing about this is the simplicity of creating a cupcake. Not only is it just combining two beautifully delicious looking tokens together but also, once that recipe has been made, you can continually sell that type of cupcake to any client who demands it. And as these client Meeple are randomly placed out on different streets at different distances, this is where the puzzle solving lies of what you are going to cook and when are you going to deliver it.
And that is basically the game. Turns can go by very quickly as the action are very simple. On your turn, you choose the action you wish to perform. This takes mear moments. Then you roll the dice that were used in the action and allocate them to the corresponding column. Before finishing off by scoring points from your lowest track. Play them passes to the next player. These mechanisms are very very quickly picked up by new players. And you may find a game for two players ending in 30 minutes. Which shows you how light and family-friendly this game is. In fact the game looks more complicated than it really is. And I was a little disappointed as I thought there would be more time to invest in the game, building and developing your business. But like all good games, it ends at the right moment, leaving you with that sensation of, “if I had one more turn I would do this.” Always a good sign of a good game in my opinion. And making you want to come back and play more.
With plenty of options on your turn, although at the beginning, you may feel a little restricted depending on what you have rolled, this is a medium weight fun game. With the addition of random bonus objectives, this is a racing game to score the target points before the other players. And even them, you may not have won... Players can then calculate ways to boost their final score. There are many routes to success. You don’t necessarily have to go all out and deliver, deliver, deliver. You can also use the power ups to give you the advantages in certain actions to push you ahead as well. Or just carefully balance your economy and cooking skill track, as you will gain a constant amount of points each turn.
There is some interaction between the players as there are limited resources, in this case the flavors of icing. There is also a limit of spaces to build your bakeries and outlets, which can sometimes and very rarely lead to territory wars. As you can remove someone’s bakery outlet to place your own. This then has an effect on that players economy and cooking skill track, making them step back a bit. And the finishing touch is that even though there is the random dice rolling, you will never feel really stuck on choosing which action you want to do. There is a fair amount of dice mitigation. Even if you feel screwed over at the beginning of the game, you can sacrifice your starting five victory points to move dice or collect good idea tokens.
On the aspect of production, this is a very colorful and attractive looking game. With chunky player boards and beautiful cupcakes that you combine together. This game will leave you hungry. The Meeples, with their different colored trousers and tops is a subtle but effective visual aid to the game. And I kind of wish that they were used more often. The packet of dice that you get in the game are of very good quality, with nice rounded corners. The colors on them make them look very edible as well. But on the other end of the spectrum, there are the player pieces which, number one; come in some very strange and unattractive colors. Which is understandable as you would not wish to confuse your playing pieces with the generic playing pieces of the game. And number two; are a little bit small and finicky. They are easily dislodged from their spaces whenever the table moves, which can be annoying. But again the production has a way around that, as everything on the boards is indicated with numbers and colors. So even if you do knock your playing board and you can’t remember where your cubes and pieces go, you can reference to something to re-calculate your scores. And the other small tokens which are finicky are the power tokens, that don’t look or feel so special. On a side note, these are a tad annoying to organize at the beginning of the game, but that’s a minor gripe.
Technical score 8.5/10
Mechanisms and rules are simple to pick up and well explained in the book. The components are a mix of solid and gorgeous looking, while others are too small, fiddly and seem like they are from another game. Icons and actions are simple to digest. Plus fantastic look, app style graphics.
My BGG score 7/10
Good - usually willing to play.
A nice family game with some interactions and a smidgin of nastiness. Personally, I thought the game was deeper, but it’s lightness lends itself to a larger audience. Great theme that is not so much about making the cake, but business building. Plays in less than an hour with very little time taken between your turns. Works well with two players but shines with 3 or 4, as you battle for space and recipes. Plenty of room to move and adjust your strategies to push you score, even with the luck of dice rolls.
Combined score 7.75/10
Now you need to test it...
And now it's time for another interview. This time it's with someone I've known in the industry for a while now and that is Jamie Johnson from Holy Grail games.
I know a bit about Jamie through our encounters in the past but I wanted to delve a little deeper into what makes Jamie, Jamie. So I put it through the Quantum Quiz to find out what things he would change if he was Sam Beckett in the Quantum Leap TV series.
Warning; this video contains two nuts and some adult language
Jamie also talks about his current project which is running on Kickstarter at the moment, called Titan. Titan is a network construction game set in the distant future, in which you play as employees of Stardrill, an interstellar mining corporation. Stardrill has acquired the mining rights to Saturn’s largest moon – Titan - and is sending in a team to strip it of its resources.
Earn Credits during the game by placing and upgrading Extraction plants, completing Stardrill’s special Objectives, and fulfilling Planetary Orders.
At the end of the game, you’ll score Credits depending on the contents of your hold! The more Deuterium you have, the better, as long as it hasn’t been contaminated…
The Employee with the most Credits at the end of the game becomes Stardrill Employee of the Month!
Watch the video and check out the Kickstarter which is running right as I type this.
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...
Bandido (2016) Review
Agents, we just learned that one of the most dangerous criminals is trying to escape from our prison. Nobody has ever escaped from here. This can not happen. We are counting on you. Take all the time it takes but you have to bring him back. I entrust you with shovels and flashlights to pursue him. Sorry ? To do what ? I did not warn you? Let's say the prisoner seems to have dug tunnels all over the prison. It's up to you to discover them and block all the possible exits. It will not be an easy task but I trust you. You are my best agents (among those who have not gone on vacation). You can not fail ... can you?
Bandido is a small card game in the "mini" range from Helvetiq. This is a game by Martin Nedergaard Andersen (author of Hippo, among others). Offering a cooperative, one to four player game, where they have to block the prisoner who is trying to escape from his cell.
First of all, you must choose the difficulty. It could not be easier. The prisoner is represented by a tile whose number of exits varies (from six to five). Once the meaning of this tile is chosen and positioned in the center of the table, the game can begin.
Each player has three cards in their hand. In turn, an agent must connect one of their cards to those already on the table. Then, draw a new card. That's all it is. The rules are indeed explained in a very short time and of course no need to return to the book. Simple is not it?
As much as the way of playing is extremely simple, the victory is far from being as simple. Each map offers different paths, openings going in all directions. A player is content to close an exit while another frustratingly finds themself opening three new ones. Because the difficulty lies in the fact that in turn, players must play a card. So, to do so with those in your hand is not always easy. We were often stuck in choosing the worst card, so as not to penalize our team too much.
All the salt of the game lies in this constant choice of the least worse. Of course, sometimes, plans are made on two pillars of thinking, effectively closing roads. Except that in the meantime, other players may have played new cards, completely upset your plan. Because even if the game is a cooperative, players can not show their cards. So, it is imperative to discuss between yourselves at the risk of being stuck.
The laying rule is simple. You must complete one of the tunnels by placing a card. This card can be positioned as you wish. It is just necessary that each part connected to the other card already in play corresponds perfectly. You can not, for example, create a path that leads to a wall.
To help you, some cards have flashlights. Torches can effectively close outlets. But it's not so simple. Already, they are not numerous and often, they do not completely close the paths, proposing for example another exit on it. You will have to think about when to play them and how to position them. These cards are clearly some of the most important of the game. Although it is possible to close a road without one. But this second option involves a more difficult and longer preparation (while being very dependent on the communication between the players).
Bandido is a clever game that theoretically does not take much space. Theoretically, because it is a small box easily transportable. The cards are also small. Except it's a card game. In other words, the cards will accumulate on the table and the tunnels will grow continuously. There is a little flaw because contrary to what you think of the box size, you will finally need enough space for playing to enjoy the game better. We then go to an easily playable game that can go anywhere, constrained by the available space. It will then make some concessions to enjoy the best of the game at any time. In this range, Bandido is perhaps the least practical game.
Thematic level, the game quickly finds its limits. You will be more likely to focus on what cards to play, rather than imagine running in tunnels in order to stop a prisoner. The graphics are also quite (too?) sober or dull. One can imagine that the choice was to privilege visibility at the expense of immersion. At this level, the game is very readable.
Small in size, Bandido is a pretty interesting game that offers a good challenge. Depending on the configurations and games, the game can be played very fast or continue until the end of the draw. Easily playable, it can suit any type of player and the whole family. The luck of the draw offers a very good replayability. A replayability that, for most players can be contrasted by the repetitiveness of the mechanism on several plays. In addition, with so much chance, the game sometimes becomes really uncontrollable, except knowing the cards by heart.
The youngest will find a good entry-level in the cooperative world. Easy to get out, easy to explain, with a fairly short game duration, Bandido can be an interesting challenge for the whole family. It also has a good price choice in relation to the content of the game, which is a not insignificant.
The cards are very readable. The game will require more space than the box can make you think. The rules are simple, clear and do not suffer from any questions. The illustrations are generic and sober which allows good visibility at the expense of immersion.
A good entry level in the cooperative game. Simple in the rules but with a good challenge, the game offers cheerfulness especially with the family.
Technical note 7/10
Unlike the size of the box, the game will require a lot of room to enjoy it (even if it is possible to move cards when placed). The illustrations are quite minimalist but everything is very readable. The rules are clear and easy to remember.
My BGG score 6.5 / 10
(Ok game, will play if in the mood)
Bandido offers a good challenge thanks to a luck of the draw. Ideal entry in the world of the cooperative, especially for the youngest, the game unfortunately offers its limits quickly. Sometimes uncontrollable, it can give the feeling of frustration when you can’t do something. For most players, repeatability can occur. Note that the game may be longer than advertised.
Combined score of 6.75 / 10
And now it's up to you...
Thank you to Helvetiq for allowing us to discover the game
Clash of the Ardennes