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RECENT REVIEW THUMBNAILS

Barry has just played... 

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Small but strong

8/30/2020

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Crime zoom: his last card (2020) review

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Designer: Stéphane Anquetil
Artist: Cetteilart,
Julien Long, Christopher Matt
Publisher: Aurora


1 to 6 players
60 minutes
Age 14 years and over
Language dependency: strong


Written by Guilou


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The game we are going to talk about today is part of directly in line with the games that are currently very popular. Small priced, small boxes that offer an investigation or challenges to be solved in a limited time. Do you know what I'm talking about? Yes that's right, all those games derived from Unlock! and Escape Games in general. Since the (deserved) success of this style of games, each publisher tries to release THEIR success and its series of works which will deviate from the beaten track and impose themselves in the circles of gamers. Among the whole wave of more or less successful Escape Game lookalikes, a new genre has emerged: minimalist investigation games. Minimalist because it is a complete set condensed in a small box with small components. Crime Zoom in which we are going to talk about here, is a perfect example.

In view of the zero replayability of the title and in the concern of not spoiling the game for you, this review will be a little special because in the images and in the text we have posted there is nothing that will reveal anything at all of all the content or the progress of the game's plot. In terms of images, we have chosen famous investigators. It's like that, it's a gift (will you be able to find them all?).
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​Crime Zoom:
The latest investigation card game from Stéphane Anquetil is being published by the small French company Aurora Games. And the game is brought to life with the illustrations of Cetteilart, Julien Long and Christopher Matt.


In the box, you’ll find 55 cards and the rules of the game. Yes that's it. Minimalistic says it all. The challenge is the size: to come up with an interesting investigation with very little materials. Note that already 15 of these cards will be used to illustrate the crime scene. Mission accomplished ?

For the record ... You play as an American investigative team in the 80’s. One evening, you are called to go to the scene of a crime which took place in a small apartment in Brooklyn. For once, you are early, and you arrive before everyone else. The door is locked from the inside. Once you enter, the entire crime scene is in front of you. The body is still there and nothing has been moved. This scene, represented by a series of cards placed end to end to form a large illustration, is the start of your  investigation. Now it's up to you to investigate ... to play.​
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Crime Zoom is above all an investigation / deduction game. No tests, no calculations, no puzzles are on the program. Here, deduction, attention to detail, logic and intuition will be required. Each crime scene card is double-sided. Behind the original illustration is information, potential leads or just zoom-ins on elements of the scenery that you have spotted or not. The detailed illustrations contribute to the general atmosphere of the game. Nothing is left to chance.

Crime Zoom is purely cooperative (although an optional variation exists to turn it into competitive). Your group should complete the survey together. Your mission ? Find the murderer (necessarily) but not only that ... you will also need the motive, the murder weapon and maybe the place where the murderer is to be able to stop him. But beware, here unlike other games of the same genre, it is important to remember everything. No guesswork, you will need the exact locations and number of the cards that led you to your answers. A good investigator must be precise in their answers. It would be a shame to blame the wrong person, right?
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In Crime Zoom, there is no real game turn. You are free to talk among yourselves (it is even extremely recommended) and to decide collectively which card or which road to follow. Once the collegial decision is made, a player turns over the chosen card and reads aloud what is indicated. Sometimes you will have test results, sometimes there are leads to follow, sometimes nothing and sometimes false indications to waste your time. The end of the game comes when you are ready to deliver your verdict. So you can finish the game whenever you want. But be careful in the submission of the final questions which will determine your level in the investigative powers. This level is a means of scoring which will be done according to your answers and your speed in which you solve the mystery. You will earn stars that will give you a ranking. But I might as well tell you right away, the game being a one shot, it would be a shame not to savor it by rushing just to "win". Because in the end the salt of the game is the plot and its resolution and not whether you have two or twelve stars (I don't know if that's possible). You would lose a lot and miss not only the story but essentially the game.
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The game plays roughly for one hour (a little less for us). The rules are short and read very quickly. Once started in the game, there is no need to double check the rules. The immersion is total. Everything is indicated on the cards, no mistakes, typos or errors. No interpretation of the rules. Everything is clear and limpid. On this, the game really plunges you into the investigation and gets to the point. It is very pleasant and enhances the pleasure of the game.

Crime Zoom is not a game that will make a difference in the world of gameplay. As you have seen, it's very simple and not necessarily original. But. Where the game draws its strength is in the investigation and its ability to immerse you in a plot with so little material and in such a short time.

The strength of Crime Zoom lies in its writing and well-constructed script. The investigation is well put together, the clues are logical and everything is well done. It will sometimes make you think of the master of the genre: Sherlock Holmes Consulting Detective less "successful" and faster, nec
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I admit that I was very skeptical about the game, expecting yet another “narrative” card game. But very quickly, we were caught in the plot and in the simplicity of the gameplay which leaves a lot of room for pleasure and immersion. Even if it can be played from 1 to 6 players, in my opinion it is really good for two. In addition, the concern for the readability of the whole may arise. Solo, it is fully playable, even if you inevitably lose the multiple opinion’s voiced by the other players.

Crime Zoom is a game you can enjoy. Do not hesitate to study, look carefully at each card to best resolve the investigation. Sometimes it will take you to other locations, represented by other cards. Places that will also have to be looked at carefully because the clues are sometimes in the details of the illustrations. Once again, these integrate perfectly and provide a significant plus. Hurrying too much will make you miss out on a very enjoyable fun experience. Finally, it’s just that. Crime Zoom: His Last Card is consumed as any good thriller or a good investigative film. The kind of work that gives you the flexibility to follow the investigation and allow you to have your suspicions throughout the story just upto the resolution, maybe with unexpected twists or its final real reveal.​
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​But this first test, despite its many qualities, is not quite perfect. As much to say it right away, these defects are in no way crippling to the game.

The first is inherent in this type of game. It's the one-shot side. Some may criticize and find fault with the mechanical choice. It is true that once resolved, there is no reason to go back to it. But like a good thriller, the game allows you to experience a unique investigation. A playful pleasure enhanced by a low price tag. At this price, you will be immersed in a well-crafted police investigation. And above all nothing prevents you from sharing it with your friends or family once it has been resolved. And all this for the price of a cinema ticket.

The second criticism that we can make (it must be) is the complexity of this first investigation in not that. If you're used to this genre, you'll quickly find what it's all about and it will find it easy to dismiss the wrong leads. From my memory, the demonstration version I played was a little more robust, so we hope that this will be a preferred option for the future.

Crime Zoom is a real good surprise. Small game, small box, small price but great fun. A successful cocktail. Clever, the game has a surprising depth for its category. I rediscovered the pleasure of a Sherlock Holmes scenario for a limited playing time. Open to everyone, gamer or the more family-oriented, Crime Zoom is a game that gives you great freedom in terms of time, but also in terms of choices. All in all, a freedom of intervention, leaving you free to carry out the investigation while reframing yourself so as not to get lost. Ideal so as not to waste too much time and prevent the scenario from getting bogged down. If you love investigative games, it would be a shame to miss this one. Far from being a simple clone, Crime Zoom starts from a simple and relatively well-known concept to make it a clever and easily shared game. Several other scenarios are currently in preparation and I admit that I can not wait to discover them. Aurora is definitely a small publisher to follow because of its choice of range and its production concerns.
Technical score 9/10 
Easily transportable, this game offers you the possibility of solving this mystery anywhere and especially sharing it with your friends or your family. No mistakes, gripping illustrations, with simple and effective rules that immerses you directly in the game.

My BGG score 9/10
Excellent - very much enjoy playing.

A very pleasant surprise and a great pleasure to have played this game. It is easy to get caught up in the game and the investigation can be followed with pleasure. We would have liked a little more challenge but for a first try it is already very well done. The simplicity of the system makes it possible to play it with anyone for a very reasonable time and price.

Combined score 9/10
Now it's your turn ...

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Facades at the end of your pen

6/25/2020

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Copenhagen: Roll & Write (2019) review

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Designer:
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Asger Harding Granerud,

Daniel Skjold Pedersen
Artist: Markus Erdt
Publisher: Queen Games

2 to 4 players
2 to 40 minutes
Age 8+ 
Language dependent: No

Written by Guilou

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Bonjour and welcome to this beautiful city of Copenhagen. Capital of Denmark, this big city has its own charm. Among the treasures it shelters, you will have the opportunity, during your strolls, to notably discover The Little Mermaid of Eriksen. This emblem of the city sits proudly in the port ....


Sorry? What do you mean? Have you ever read that somewhere? But that's impossible, this is a new game. I would not dare to repeat the same sentences and repeat the test. You want me too? Checked ? If you insist. So Copenhagen ... Ah. Yes indeed. We’ll forget all this and start again?

Right now, one of the game mechanisms that is all the rage is roll & write (in other words, " throw dice and write results"). These are simple little games to learn, playable anywhere and generally everyone having a huge success with. Many publishers or designers therefore decide to adapt their great classics in this format. This transformation is often done most often for the worse ... but sometimes also for the better.

Copenhagen Roll & Write is therefore an adaptation of the Copenhagen game. I had the chance to play the latter and I gave you a review some time ago. You can find it here.

For this new version, released during Essen 2019, we find the same team behind. The duo of designers Asger Harding Granerud and Daniel Skjold Pedersen immerse themselves in the charm of this Scandinavian city and called on Markus Erdt for the illustrations. The publisher in charge of this game is also the same: Queen Games. There is no denying that we are on familiar ground. And that's just the beginning.​
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Indeed, after reading the rules, the game takes us back into this atmosphere. If you've played the board game, the version
Roll & Write will be very familiar to you. We thus find our buildings, composed of columns, in order to create the façades as well as possible. The coats of arms are also there. The facade tiles will be used again to efficiently fill our buildings. But then it's the same game? Yes ... but above all no.


Roll & Write requires, the material of the board game gives way to paper and dice. Each player has an individual sheet. The large grid will represent the building (on the right) and new tracks corresponding to the colors of the facade tiles (on the left). Above each, there is its own score track. But that's not all. In the center of the table, you will have previously installed a Facade block. This block will simulate the façade tiles still available for purchase. Finally, exit these pages, making way for the dice. You have a nice set of five dice representing colors.

In Copenhagen Roll & Write, the goal of the game is to have the most points at the end. The game ends at the end of a round where a player has reached or exceeded twelve points. If you don't pay attention, it can quickly happen. It is important to keep this in mind. The game makes the racing side feel more strongly than its predecessor.

On their turn, the active player will roll the five dice. Depending on the result, they will be able to select one and only one facade tile to add it to their building. Of course to collect a tile, they must respect certain constraints.

But before talking about them, a little detour on the facade block. This is divided into two parts. The part on the left, under the infinite symbol, corresponds to the tiles which are always available. On the other hand, those on the right, under the extended X symbols, are for single use. First come, first served.​
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Facade tiles are therefore the forms that you will use to fill your building. To use a tile, you must have the right number of dice equal to the size and equally that they are all of the same color. For example, if you want a red tile with four squares, you must have four red (or white wild) dice. In addition, the chosen tile must still be available, without it being crossed out. If the chosen tile is in the single use section, you must cross it out after, to indicate that it has been used.

Once you have made your selection, you will draw it on your building. You’ll find the rules of construction the same as the original  game. You can orient the tile as you wish and you must draw it on the lowest available square or directly on top of another tile. After drawing, you must put an X (the walls) in one of the boxes of your choice and in the rest of the O (the windows).

You’ll find the same system of notations. If by drawing you complete a row or a column, you immediately score points.

  • If it is a line completed with at least one X: 1 point
  • If there are only O: 2 points.
  • If it is a column with at least one X: 2 points
  • If there are only X: 4 points.

Small subtleties, you may have to unlock a coat of arms by designing your facade. The thing is very simple, you just need to complete a row or column attached to a coat of arms. The coats of arms are fairly strong bonuses that will help you with your goal. Once a coat of arms has been validated, you must tick it to indicate it has been done. Each completed coat of arms gives you one action out of two:

  • draw a tile for free with one O in accordance with the rules,
  • fill two boxes of your choice on the same ability track.
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So now is the time to tell you about this little novelty, the capacity tracks. The active player's turn at this time is over. But the others are not to be outdone. Among the remaining dice (therefore not used), and I insist on that, the other players can choose a dice and fill a box on one of their tracks according to its color.
The tracks will allow you to unlock bonuses (the +) or capacities (the star) that can be used at any time. Bonuses are used to modify the results of the dice by increasing their number up to two (using up to two bonuses). Capabilities allow rules to be changed while they are in use. However, to achieve this, there must be dice to select ... If the active player uses everything, you can not check off  anything. And that's all.


This is how the explanation of this little game ends. I must not hide it, the two games are very very close. One can even wonder about the interest of having created this version. The rules are almost the same, the way to play remains similar, the operating logic could come closer. Copenhagen and Copenhagen Roll & Write are a bit like playful twins. And yet.

Despite these very close resemblances, Roll & Write manages to offer different sensations. Certainly, you lose the interest of touching the pieces of the board game but you win the chance to roll dice, the stronger possibility of controlling it with the abilities. Surprisingly, over the duration of the game, the two games are announced as being identical. In fact, Roll & Write seems less sluggish, less repetitive or even more pleasant to play.

Transportable everywhere, or almost, the game remains limited to four players (maybe because of the length or lack of tiles). It is fun to play it in all configurations, and this time you can even play it alone (even if you lose a lot of interest).

Why “transportable almost everywhere”? Isn't that the advantage of Roll & Write? Normally, this is actually one of their advantages. This is also the case here ... but the sheets of paper are large. This provides undeniable visibility and playing comfort. On the other hand, you lose on the side "we’ll play in a very small corner" and take it anywhere. Even if it is true that there is always a way to mitigate that, the game is less practical than other competitors.​
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The idea of ​​the facade block is really well instigated. While offering a rendering close to physically pocketing tiles, it accentuates the racing side of the game. The unique tiles can quickly melt in the sun if you take too much too think about them. Admittedly, filling your building with simple tiles greatly lengthens the construction time and further reduces the possibility of victory. But the important thing is to have the pen in the eye and the overview to succeed in beautifying this beautiful city.

It would be an affront if I didn’t talk about the theme, absent, or the fact that there are still no bags in the box (good ok here it is useless). Another unfortunate thing, the absence inside the box of pens or pencils. I always find it difficult to understand that for a game of this type, this kind of accessory is not provided. Japanese publishers do it well, so why not Western publishers?

However, I wanted to come back to one positive point: the size of the box. I already talked a little about it with Clash Of Vikings. Here, Queen Games has created an intermediate box size. This size is quite unique but has the big advantage of not offering anything superfluous. At a time when space is running out on our shelves, and being fed up of empty boxes, we are beginning to be heard. I don't know if this will be a new habit on their part, but if it is, I can only encourage it. Everything fits in the box and when opened there is no vacuum. Hope it lasts. In any case, a good point for Queen Games.

Replayability level, the game offers enough challenge and renewal to allow you to play it again and again. I would even dare to say that you get tired of it less than your elder. Which is quite strange considering the proximity of the two games.
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​Copenhagen Roll & Write is a good surprise for me. Far from being a simple true copy of the original, it offers different playing sensations. The little tricky side in addition allows you to try to catch the others. Even if it happens quite rarely in the end, it offers this welcome little pressure boost. If we lose out on the tactile tiles, we gain by handling dice and creating our own facade with our pen.
This little Tetris side is always present for our greatest pleasure. The size of the box and the fact that it can be more easily transported make it an advantage. Even if the question of duplication is completely legitimate, as is the question of questioning the need for both.


Copenhagen Roll & Write is a clever, simple, transportable and easily playable game (the front block as well as the player cards still take up a little space). For once, given the low price, it would be a shame to deprive yourself. Unfortunately, the game arrived at the height of the, Roll & Write boom. Faced with other serious competitors, with better visibility, the game was put forward with a little less boom. It's a shame because it has real good ideas and interesting assets. Without being an essential in the field, Copenhagen has everything of the great games. It is part of this very pleasant family of games, but drowned in the mass of outings like it. And yet, it is with pleasure when the games are linked.
 
Technical note 9/10
For a game of this type, the components are adequate. Even if it improves the comfort of play, the size of the blocks and sheets is a little large to facilitate transportation easily. It looks like the game is between two worlds: the board game and the roll & write. The icons are readable, the rules well written and everything is explained quickly. A big plus: the size of the box. But no pencils inside ...
 
My BGG score 8/10
Very good - enjoy playing and would suggest it.
Relatively similar to its big brother, roll & write offers a little more fun. At a low price, you have great replayability and some light moments of reflection. We can however regret the lack of real novelties which would completely differentiate it from its elder and which would justify its existence. Without being "THE writing game", it deserves in any case more light than others in its category.
 
Combined score 8.5 / 10
Now it's your turn to play ...

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the frontier that lightning never crosses

6/12/2020

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Frontier Wars (2019) review

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Designer : Manuel Agustín, Burrueco Pizarro
Artist : Matias Cazorla, Jaime González García
Publisher :  Eclipse Editorial, Draco Ideas

2 to 4 players
30 to 120 minutes
Age 12+ 
Language dependent: yes

Written by Guilou
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The second world war is one of the most discussed and used themes in any medium. Of course, in our playful passion is no exception. Infact, one of the first things that comes to mind when we bring up the subject, is the big wargames. You know, these games with lots of rules and pieces of cardboard as units. These games which make us relive the event for hours and which require a minimum of commitment. These games that ... oops sorry. Yes ... you know what I mean.


Our game creators are however very inventive on this theme. The mechanics used are quite varied from one game to another. If you take for example: Mémoire 44 , Blitzkrieg !: World War Two in 20 Minutes, V-Commandos, Axis & Allies Anniversary Edition or Hitler's Reich: WW2 in Europe, the five games talk about the same theme or rather the same context but their treatment is totally different. Finally, this period and this event in particular are sources of constant inspiration. I must admit, for our greatest pleasure.

The game we are going to talk about today takes you back to the heart of the Second World War. Frontier Wars is a Spanish Kickstarter game from the publisher Eclipse Editorial, in partnership with Draco Ideas. The author, Manuel Agustín Burrueco Pizarro, suggests that we head one of the four main belligerent nations.

But here, we are not fighting for control of a continent, we are not reliving the events of the Second World War. The scale chosen is much more limited and less historic. Frontier Wars is a zone control game on fictional maps that you have just constructed. You are free to create new "historic" missions or to build on what already existed. The basic idea is enticing: immerse yourself in an experience close to an RTS (such as Command & Conquer or Hearts of Iron). Attractive isn't it?​
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First of all, you will have to choose from the four factions available: USSR, Germany, Great Britain and the United States of America. Each faction has its own troops (represented by figurines) and especially its own individual board. Each of them has two sides. Both sides offer you different starting resources and life points for your headquarters. To know that each faction has different initial resources and capacities. The game offers a little asymmetry between the factions.

Once the destiny of your nation is in hand, move on to the general installation. You will need to prepare the three decks of cards according to their types: attack orders, defense orders and tactical orders. Then you need to install the tray. You have the choice to take a predefined scenario (your choice in the booklet depending on the number of players) or create one by yourself. You’ll prepare by placing the starting troops and draw the cards provided ... that the battle begins.​
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There are three ways to win the battle:
  • Destroy all other players' headquarters. On side A, each central base has five hit points, on side B there are only three.
  • Earn a certain number of points (depending on the scenario). Some tiles earn you points if you control them at the end of the round. Destroying items from other players can also help.
  • Finish first: the ultimate weapon. In the game, there is a kind of search race and according to the scenario, a number to be reached to win.

The game is divided into several rounds, themselves divided into several phases.

At the start of the round, you’ll check who has the initiative. Calculating the points each player has and the player with the most points becomes the first player. Attention, except for the medals, the points from territories are not permanent. If you lose them ... you lose the associated points. But everything is recounted only in this phase. It is also at this time that the players check if there is a winner.

Then, each player will draw a number of cards equal to 1 + the cities under their control. Players are free to choose which deck to draw from. Then comes the reinforcement phase. Depending on the buildings constructed or owned, players can recruit a troop in locations.
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Now move on to the most intense phase: the action phase. You are free to do one or more actions, but the order of execution is strict.


You can play one (and only one) attack order card and apply its effects. These cards are powerful and must be played at the right time. However, as you have the possibility of drawing every round and your hand has a limit, be careful not to keep too much.

You can now move your troops. Each troop has its own movements, in other words the number of spaces it can cover. But be careful, as soon as a unit passes through a hostile zone (containing enemy figurines), it must stop to engage in combat. With the exception of planes that can fly over areas carrying troops (in total: two infantry / artillery).

If you are in an enemy-free zone, outside of a city or an airport or a marsh and there is not already a construction there, then you can sacrifice a troop to create a factory or a camp. Attention, for this structure to be active, you must have an infantry available on the tile. If there is none, not only is this building inactive (it earns you nothing and you will not be able to recruit on it) but in addition it does not belong to you. Each player begins the game with a limited number of structures. When you build a building, you earn a medal as a reward.

Once all this is done, you’ll move on to the resolution of the battles. Battles are initiated if new units enter a contested space. The attacker chooses in what order the clashes will resolve. For each engagement, the players will position their figurines on the battle board. Each type of troops has its location and its attack turn, which itself is different depending on whether you are attacking or defending. You start the battle with the unit having the highest initiative, then continue according to the table. Each troop attacks once and causes damage. The units are destroyed in order of priority (infantry first ...). The winner of the battle wins a medal (whether attacking or defending). For each confrontation, the assailant can play a defense card and apply its instructions.

Sometimes, following clashes, buildings can be destroyed. They are not removed from the game but simply put on their ruined side. A player can decide to repair it by spending a troop on this space even if it is not the source of its construction. This does not grant them medals but it can use them normally and according to normal rules. This possibility is also available for conquered enemy headquarters (in a game with more than two players).

Last possible action, play a tactical order. Like attack orders, you can only have one tactical card per turn.
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The last phase of a turn before "clean up", corresponds to the arms race. At this point in the game, you can choose a resource card from your hand face down under your board. Each card has a value ranging from 1 to 3. Generally, the higher the value, the more powerful the power is (therefore sometimes difficult choices). These added values ​​give you your technological advancement.
If it reaches the limit indicated in the scenario, you win immediately. Be careful though, the number of possible cards is limited by your number of medals.


Finally, one proceeds to the “clean up” of the troops in excess on the spaces and of the cards in excess in his hand. Then it's the next player. Continue like this until there is a winner.
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Unfortunately, I missed the kickstarter and, to date, I only have a retail version. I admit having recovered this a little bit by chance. Big thank you to the one who gave it to me.
As Frontier Wars is a real surprise, and a very good one above all.


Under the air of simple games, barely eight pages of rules, Frontier Wars offers a real challenge. Far from being a simple positioning and area control game, the game is a real race where each action counts, each card played can bring you closer to victory, but each bad decision or badly timed thing can make you fail. Simple in operation, it provides immediate pleasure. The game has great ideas, like the medals. These earn you permanent victory points, but only every two medals. Suddenly, you are a little forced to try to win, especially since the arms race also depends on them. So, you are forced to play with others to try to acquire them by fighting or building. Impossible to play alone in your corner. Especially since the map is generally small.

This constant pressure reinforces a pervasive interaction. You always have to be careful what other people are doing, where they are, what they are doing, the cards played, how many are there, etc. There may be welcome reversals. The choice to have made the majority of points won non-permanent increases this pressure. The technological race offers a round counter, which, if you are not careful, can hurt a lot. At the same time, thinking about the use of powerful cards to obtain it can cause long periods of hesitation. The choices are multiple and feel great when found.

The system of contested tiles is also very well thought out. You are forced to bring in new troops to try to conquer the area, or you must leave it at the risk of letting the other earn the bonuses. It can also be used as leverage to prevent a player from scoring points or receiving bonuses. As in chess, you have to know when to lose in order to win better.
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Regarding replayability, it is very important.
In addition to the available scenarios, the possibility of creating random maps, the choice of boards A or B, drawing cards, adding mini rules to make the whole more complex (such as fog of war, special tiles, trenches ...), the ability to play as a team and the weather, the game also has two expansions: trucks and new armies. Trucks were mini extensions available during the kickstarter. Unfortunately, I only have the rules and not the components. So, I haven't tried it yet. As for the real expansion, it adds two new factions: the French and the Japanese; new maps and some variations. Unfortunately (again), I can't find a copy and haven't been able to play it yet (but if you know a way I'm interested and I will hasten to make a return and I do not speak to you not buildings and ...). The slight asymmetrical side at the start also allows a bit of renewal.


Component level, I was at the start a little puzzled about the choice of tiles. But once assembled, it gives the stamp of an old war map. This looks really good and justifies the scale of the figures compared to the rest. Matias Cazorla and Jaime González García, the two illustrators, did a very good job. It is regrettable, however, that the individual trays as well as those of scoring and battle are too thin (which makes them a bit fragile). Only downside, because the rest is really good. The iconography is clear and once in the game, you’ll have no questions. As for the figurines, this is classic Risk.

Frontier Wars behind a mechanism that may seem artificial, is in fact extremely thematic. Even if it does not offer the possibility of reliving the great moments of the second world war (at the same time so many games do it already). On the other hand, it plunges you into the hell of the countryside with a lot of pressure, joy, frustration and sadness. Luck is relatively rare, except in the drawing of cards. Despite this, the reversals of the situation exist and the advantage of a good card can quickly diminish the next time.​
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Going completely unnoticed, the game offers a real challenge for 2 to 4 players(6 with the expansion). Do you want more? There is even a solo version and even the possibility of adding an AI during games with other players. And all this for parts of a relative but respectable duration. Big plus, it is very much fun in all configurations. It is sure that depending on the number you are going to be, the way of playing will be different. At the two player count, it’s more controllable, calculating and direct mode. In addition, your nerves will be even more put to the test and you will have to pay attention to the threat that can arise from everywhere. All of this offers delicious, controllable chaos.


As for the RTS side sold with the game, it's a bit like the fact that Scythe is sold as a 4X, in other words it is far from this reality. There are a few ideas that come close to that, it's true. But far from matching a video game of the same type and we are far from the richness of a real RTS. However, the possibilities of construction in progress offer interesting decisions to be made and being able to capture those of the enemies and to be able to use them, brings a little variety. The different troops with their own characteristics also makes it possible to make sometimes crucial strategic choices.

Frontier Wars allows you, not to relive History, but to relive moments of war. Pleasure and immersion are really present. Behind immediate accessibility, the game conceals a very welcome depth of play which only needs to be tamed. Of course, we are far from the complexity or the correctness of a classic wargame, but the game conceals these little moments of decision making that are sometimes difficult. A very good surprise, a game that deserves to be played and shared. A tense game, well thought out and which has a great replayability. Too bad it is so difficult, here, to find the other components as the other factions. Frontier Wars deserves to cross borders (yes it was easy that one).
Technical score 9/10
9/10 Too bad the individual trays and those of battles and scoring are too thin. The overall finish is good. The rulebook is well done and reads quite well. The rest of the components are pleasant to handle and everything is very readable. Of course we can criticize the quality of the figurines, but they do their job.
 
My BGG score 9/10
Excellent - very much enjoy playing.
I really enjoyed the games I had the opportunity to play. Despite sometimes abstract limit mechanisms, the theme is very present especially if one delves into it. With two or four players, the game turns out really well and offers quite different sensations. Simple in learning, it remains deep and offers good deceitful moments or reversals. A war game in the big feeling for the race to victory.
 
Combined score 9/10
Now it's your turn to play ... (well, if you can find it)

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One bracelet to control them all ...

5/26/2020

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Clash of Vikings (2019) Compte Rendu

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Designer : Anthony Rubbo
Artist : Dennis Lohausen
Publisher : Queen Games

2-4 players
25 - 45 minutes
ages 8+
language dependant : mostly

written by Guilou
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​Barely has the deconfinement started in France, whereas elsewhere the festivities resume. Indeed, far from home, on a small forgotten island of Covid, Vikings gather to confront each other in their annual fight. Barely recovered, mead flowing in their veins, these valiant cloistered warriors will join the arena. The rules here are easy, and the fights are intense ... but fast. So without further ado, choose your champion and your cards, ready ... play!


Clash of Vikings is a game from Anthony Rubbo and illustrated by Dennis Lohausen. For Anthony, this is far from being his first project in the gaming world. You can find his talent on titles like Hansa Teutonica, Merlin, Rajas of the Ganges... He has more than one title created from his pencil. His latest, Clash Of Vikings, is published by Queen Games. Please note: To date, it is not available in French.
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Fighting against other players is not the only objective of this game. It is also ultimately the secondary objective, primarily collecting bracelets is the first, but in the long term, the use of force becomes necessary. It seems that dwarf blood (I know, “hello stereotypes” ) runs through the veins of our brave warriors. Because the ultimate goal is to collect the most treasures, represented here by bracelets. These twisted bracelets are made of three materials ranging from simple steel to gold. Of course, the values ​​obtained correspond to the material, in other words the more precious the metal the more points you will earn.

The game board corresponds to the combat arena. It is a circular board of a moderate size to build at the start of the game. Rest assured, it's a two piece puzzle, so not to head scratching. It should be fine. On this central board you’ll randomly place bracelets taken from the reserve, onto specific spaces. Each player has a Viking token and an individual board (for the active player) recounting the possible actions. Add to this three bracelets of values ​​1,2 and 3 and a deck of cards. Each has an identical deck (only the color changes).

There it is ... Ready? Go!
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Sorry ? You don't know how to play? Do not panic. I explain this to you over a horn of mead or two. Each player has a hand of three cards. The active player will have to play two, one after the other. For each card played, a sequence, which will ask the other players to follow, will be put in place.


The active player, whom we will call Björn (yes it came to me like that), will therefore play his first card face down. Each card corresponds to an action. When Björn plays this card, he will announce the action he wants to do. Then, he puts it face down in the column of his individual tray which potentially corresponds to the action mentioned.

Potentially? Yes, because the salt of the game is here. You don't have to tell the truth. What? Yes, Yes. You can bluff. In other words, the action indicated on your card is not necessarily the action that you announced out loud. Of course, faced with this possible lack of honor, the others can respond. Finally, only those who are fashionable and who already have a bracelet. Nor should we exaggerate. A viking who has the right to speak is a viking who has taste. Houlà, it seems that I am getting lost. Only one other player can question Björn's word. But it doesn't have to be the case ... Isn't Björn someone who deserves our trust?

If nobody talks about the right to bluff, then the active player performs their action without revealing their card. Otherwise, verification is required. If Björn did not bluff, he steals a bracelet (face down) from the one who unjustly accused him and performs his action normally. But if he inadvertently lied, the other player takes a bracelet from him and his action is lost.

And we repeat this sequence for both cards. Then it's the other player's turn. At the end of his turn, Björn draws up again to have three cards in hand. Simple, right?
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As far as actions are concerned, you’ll be on familiar ground:


  • move around by walking (one space) or sprinting (two spaces);
  • ramming speed (slam) which corresponds to a movement up to two spaces by pushing an opponent;
  • deliver a club blow: which allows to recover a bracelet of the stunned player;
  • knuckle sandwich (punch): the stunned player loses a bracelet which falls on the ground face up (at the choice of the attacker on an adjacent square);
  • swing their hammer (hammer): same effect as the club but at a distance (two spaces);
  • make a slingshot: ditto as the punch but at a distance.

Finally, there is one last action that is played in response to an attack. These are the shields. The Shield can be announced in the same way as a normal card following an attack (except against slam). Why announce? Because it works like a normal action, you can bluff and not actually have shields. The active player can therefore call a bluff or not. If the person was not bluffing, the player loses their action and the defender steals a bracelet from them. Otherwise, the defender loses a bracelet and the attacker performs their action.

If at the end of a round, a bracelet space that ends up without a bracelet or a viking on it, gets replaced from the reserve. The end of the game comes when there are no more bracelets in the reserve. Whoever has the most points wins. Thank you Björn you can return to sit down.
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As you can see, Clash of Vikings is by no means a difficult game. It is also announced for 8 years and up. Even if the game mechanics could be considered for younger children, the principle of bluffing and its use generally starts from this age. Also marked for 2 to 4 players. Suffice to say right away, it's mostly a game of 4. Three is playable, two is avoidable.

Regarding the theme ... is it really necessary to talk about it? Vikings who are fighting in an arena to recover bracelets ... Well ... So uh ... Why not? Shall we go on?

As for the board, there is a front / back side. The placement of bracelets and puddles is different on both. This brings a slight bit of replayability. It is true that I did not tell you about the rivers and the central hut. For the latter, it's simple, it's a place where you can collect more bracelets by starting your turn on them. Some spaces on the board are covered with water. These boxes prevent movement and can engulf the unfortunate bracelets which may have the idea of ​​falling into it. No luck. So be careful where you throw your bracelets ... unless ...

Clash Of Vikings is reminiscent of some bluff party games like the Perudo but with a notion of moving on a set. On paper, the idea can be attractive. Unfortunately, once in play, you go around in circles quickly and sometimes the rounds can last without having valid reasons. The first part can be fun. The following is a little less. There is an official variant that offers to bring even more bluffing into the game. Indeed, this way of playing brings new life to the game. But it will not make you last for hours.

On the other hand, it can be considered as a little bluffing game for the youngest to learn. The rules are simple, well understood and the explanations quick. The iconography is clear, the graphics are pleasing and the material is pleasant to handle without being exceptional.

The box is a bit special format. It is not a big box or a small one. It’s an in-between size. On the other hand, it is of sufficient size for all the components. There is no loss of space. Even if there are still no storage bags, I must salute Queen Games for having the initiative to use this template.If you are like me, tired of seeing big boxes filled half empty. Seeing this game will remove that syndrome, it feels good. An initiative to be repeated more often.

It is therefore a shame that the playful quality is not on the same plateau as the basic idea. Halfway between the ambient game and the short board game, Clash Of Vikings does not really manage to convince most players. However, during a few games, the youngest will find their feet (as long as they play four). Quick games, an omnipresent bluffing (maybe too much?), an interesting action system based on cards, everything is not to throw in this little game. But it’s clearly missing the little something that keeps you coming back, which amuses you and renews your games. Maybe it needs real mead?
Technical note 8,5 / 10
The rules are clear, everything is read quickly and retains well. The boards are good qualities and the thickness of the cards does the job. Big plus for the size of the box, adapted to the content. Without being exceptional, everything is functional and easily understood. Always regret the absence of a bag, but the size of the box compensates for it.

My BGG score 5/10
Mediocre - take it or leave it.
Unfortunately the game is not at all up to the expectations it could give. It is relatively simple, fun and easy to get out with anyone. These positive points are quickly offset by the repetitive side of the game and its lack of challenge. Far from being bad, the game could serve as an introduction to the world of bluffing for the uninitiated or the youngest.


Combined score of 6.75 / 10
And now it's your turn to play ...

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Making a successful salad is an art ...

3/24/2020

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Points Salad (2019) Review

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Designers: Molly Johnson,
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Robert Melvin, Shawn Stankewich
Illustrator: Dylan Mangini
Publisher: Alderac Entertainment Group, Gigamic

2-6 players
15-30 minutes
Ages 8 and up
Language dependence: no

Written by Guilou
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Hello, please take a seat. On the menu of the day, a salad of points. Just that. Here is a 100% Vegan approved game ! (yes the joke must have been made thousands of times)

Point Salad a game from Molly Johnson, Robert Melvin and Shawn Stankewich and first published by Alderac Entertainment Group, and now in France at Gigamic in the metal box range. Because yes, it is a small deck of cards.

Here is the recipe for a good point salad.​
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Depending on the number of players, you’ll remove a certain number of cards of each type.


Once done, mix everything you have left. Do not hesitate to insist on the mixture. It is important that all the cards are well shuffled to avoid any residue from the previous games.

When your mixture becomes homogeneous, divide your cards into three piles, face up. Please note, the cards are double-sided. Each side is important. On one you will have the vegetables, which will be necessary to achieve your goals and on the other, the recipes that indicate how you earn points. It is not necessary to count the cards of each of your piles as the distribution of each pile is done quickly by measuring.

Take two cards from each of the pile previously made, and put them directly below the respective piles.

The preparation phase is now complete. We will be able to move on to creating the dish.

On your turn, you have the choice between two actions. Once this is done, it is the other player's turn and so on. Point salad is a dish that can be enjoyed by several, from 2 to 6 players.
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The first possible action is to "eat" food. Take two cards face up and put them in front of you. Your turn is over. Before the other player starts, replace the cards taken with the top card from the respective deck. This means that the recipe that was previously visible will turn into an ingredient and a new recipe will be available. Keep this information in mind.


The second action is even simpler ... for a dish to be successful, you must follow a recipe. You can then choose to take one, and only one, recipe card instead of two ingredients. The recipes are the objectives of the game. They will tell you the combinations to complete to hope to gain points, but watch out for those that make you lose them. Everything will depend on the ingredients that you manage to recover during the game.

To help you in your quest, once per turn, you can also transform a recipe (and I did say a recipe and not food!) Into a vegetable. And this definitely! No turning back , choose well because you will lose the recipe on the other side and the points it brought you.

You’ll continue like this until all the cards in the game are collected by the players. If during one turn, one of the three piles empties completely, do not panic, it is enough just to divide the largest pile remaining in two. And so on. When there are no more cards, we go to a tasting.

The tasting corresponds to the final counting of points. Each ingredient can be used for any of your recipes. Please note, each recipe will be counted only once, however each ingredient can be used on several recipes. You don't spend your cards to meet your goals. A carrot card can be used for several recipes.

Thus, each player counts the gains or losses, collectively or not, of each recipe card they have. This will give you your final score. Whoever has the most points wins the game.
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On the recipes, you’ll find points by type of vegetable, by set of specific vegetables, but also even or odd numbers. There are also majorities on specific vegetables or minorities ... And finally you can lose points if we have recovered certain types of ingredients. There are a variety of recipes and ways to score points.


Point Salad was released at GenCon 2019. Immediately, it knew how to find its audience and made a little buzz. So much so that it was located fairly quickly. Highlighted by a lot of youtubers or players, I was quite curious to try it.

Point Salad is a quick and easy card game. Simple in its rules, as you saw earlier, it can be explained in five minutes, watch in hand. There is no return to the rule, no questions of rules or points of contention. Everything is clear right from the first play. You take the cards, you settle in and you're ready to play. Fast because indeed, one can easily have a tendency to chain games together, encouraged by the fact that each one of them is very short. Allow fifteen minutes (or less) to finish one.

The possibility of making choices allows you to think a little about your way of playing and imposes certain decisions that are not always easy to make. As I pointed out to you, it is sometimes difficult to choose between taking a recipe or ingredients that tempt us at the risk that the recipe that we wanted will disappear.

However, the importance of chance makes this pseudo strategy disappear relatively quickly. We no longer find ourselves playing in a “mechanical” way without necessarily having a long-term vision of the game. We find ourselves more looking for the right opportunity. This is especially true for more players where there is so much change that it is relatively impossible to predict anything. The two-player game, although limited and quickly redundant, may offer a little more control over how to play.
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The installation of the game could also have been a little faster. Removing the cards of each type according to the number of players requires you to carry out some slightly superfluous manipulations. Even if the idea is certainly to allow a limited game time, ultimately we come back to wonder why not play with everything since the game remains short all the same. Even if you play (for example) often in pairs, you will have to repeat this manipulation regularly. Why ? It’s simple. The recipe cards are not the same behind the ingredients. Thus, to avoid falling into the excessively redundant side between each game, it is important to re-sort the cards randomly.


Level of graphics, there is not really much to say. It's colorful, you can see big vegetables ... The game is neither ugly nor beautiful. But it is illustrated effectively and the iconography is well thought out and very understandable. Each card is read very quickly and even if there is text on some, it is a keyword very easy to understand.

The game is fluid, the turns are linked quickly. In addition, the game offers ubiquitous interaction. Even if it is not a direct interaction, you have to be careful what the others choose and how you can possibly slow them down without being penalized too much. The game is never mean. And the fewer mistakes that can be made can be repaired or at least reduced in a fairly simple way.

Depending on the players, the game can also be transformed into a calculation game. All the choices can trigger positive or negative points. So if you play with people who like to calculate everything and find the best way to score, the playing time may increase and the pleasure (especially if you are not one of them) decreased. Where one of the strengths of the game resides is in its important possibility of scoring but also in its fluidity. If we turn it into a slightly longer game, I’m not sure that the interest remains intact. On the other hand, it is not a "fun" game as you’re locked in a game where you have to think (as much as possible) and where the goal is just to make points. Despite its format, it is not an atmospheric game.

Point Salad is therefore a very accessible little game. You can play it with friends (gamers or not), with family, family and friends, between adults, with children, between children,… you will understand, the game can turn in all hands. And if in addition, your children can learn to recognize vegetables, it's even better, right?

Point Salad is therefore still a good pick for Gigamic, which offers a very simple and refined collection game here. No fuss, you are right in the thick of it. Accessible, fluid, fast, easy to learn, playable everywhere, a small price, the game seems to have everything on its side to let itself be tasted and savored. Especially if it's your style of play. As a reminder, you are not in a trick taking game but a family collection game with a pinch of optimization. Between two meals or accompanying stronger games, Point Salad will keep you entertained. After, you’ll see if it can last the test of time ...
    
Technical Note 9/10
Even if the graphics are not extraordinary, "they do the job". The iconography is very well thought out and the rules are clear. The small metal box format is very suitable.

My BGG score 6/10
Ok - will play if in the mood.
The game is not without charm and is played relatively quickly. Very accessible, it will allow you to add a dose of optimization in your playful learning. Chance is very present and it is sometimes difficult to anticipate things. Replayability may be affected. However, the durations of very short games allow you to qualify everything. Ideal for many.

Combined score of 7.5 / 10
And now it's your turn to play ...

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Welcome to the party pal!

3/21/2020

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Die Hard: The Nakatomi Heist Board Game 
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(2019) Review

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Authors: Sean Fletcher, Patrick Marino
Publisher: USAopoly

2 to 4 players
60 - 90 minutes
Age: 15 years
Language dependence: very little


Written by Guilou

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​- Whoever you are, beware, this frequency is exclusively reserved for emergencies.

- No kidding ! And you think I'm calling to order pizza?

I think it is useless to explain the film Die Hard to you. It has undeniably become cult and is one of those films whose influence and references have stood the test of time. And it is not the many sequels (more or less interesting) that have replaced it in the hearts of fans.

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​But strangely, so far, the phenomenon had not extended to the board game. Something that  was not the case until 2019. Indeed, the publisher USAopoly, through the authors Sean Fletcher and Patrick Marino, took "the big risk" to attack the license. Finally, the risk quickly became clear. It is true that it is easy to imagine fans of the license would jump on it without necessarily thinking about what they buy. To remake the film in a board game is something that inevitably has appeal. But can also be quite strenuous. Indeed, getting the players back into the special atmosphere of the film is a challenge in itself. And like any fan, it can ignite for good as well as for bad (and in this case be quite virulent).

After good surprises like Thanos Rising (and its certified copies that are Star Wars: Dark Side Rising and Harry Potter: Death Eaters Rising) and the Harry Potter: Hogwarts Battle (and its copy Toy Story: Obstacles & Adventures), we are entitled to wonder if the publisher continues its momentum or goes back towards its shortcomings and the ease of the license.
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​Die Hard: The Nakatomi Heist Board Game is a game with a special atmosphere. One player will play John McClane (because there is only one John McClane!), While the others will play thieves. They will then have to cooperate to put sticks in the wheels of the lonely cop.

The game offers an asymmetrical experience. The hero has their own deck of cards and the bad guys must share the same deck. Everyone has their own actions and how to trigger them. Moreover, Die Hard: The Nakatomi Heist Board Game takes place a bit like in the film in three acts. Each act has its own board and corresponds to John's advancements in the tower. With each level, the objectives change especially for the hero. The bad guys have what you could call "false goals".

While the hero has to fulfill the conditions (often in order) to advance in the story, for the villains, they have another purpose. Finally, Hans Gruber's troops have only two real goals to win the game all along. The first is to kill John and the second to unlock the safe. If one of the two is completed, then the players on the "evil " side immediately win the game. The side missions they get during the acts only exist to help them unlock the safe.
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​ACT I: Visit to the 31st floor

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“Now I have a machine gun. Ho-Ho-Ho!”


Act I begins when John escapes from the party (thanks to a schoolboy diversion) without shoes but still with his service pistol. So he ends up on the 31st floor. But he is not alone. The thieves are present and begin their hunt. The mission for John is very simple: retrieve shoes from the body of a bandit, find a "machine gun" and find a radio. Each of the objectives fulfilled will allow him to collect bonuses for the rest of the adventure.

For example, the machine gun will allow him to carry out a “free” ranged attack by discarding an ammunition token.

As I said before, thieves have only two main objectives throughout the game: kill John or unlock the safe. However, during the three acts, they have additional missions which, once fulfilled, will allow them to benefit from a free unlocking attempt. In Act I, Hans' minions must capture three hostages, occupy two uncovered "red" areas. In addition, each time they wound John, they can put a token on their mission card. After five, they get free unlocks. This last mission is never reset between acts and is recurrent until the end of the game.

​Once John has fulfilled his three objectives, he can escape by going to the specific square. We then proceed to act II.
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​ACT II: Detour to the 32nd floor.


Sergeant Powell just arrived, John just killed Tony and Hans which sends Marco and Heinrich to him. At the film level, we are there. John's goals are then simple in this act. First, find explosives and the detonator. Then bring it all to the elevator and swing a body over the window to show Sergeant Powell that it's not a bluff.

For Hans' minions, they stay on three secondary missions. The first is always the same, triggering when they wound John. The second corresponds to the destruction of all the windows. The third is the rocket launch on the police who have just arrived in numbers. (Besides, this action can be thematically strange. If the villain performs it when the body has not been thrown out of the window, technically there is not yet SWAT ...).

As in Act I, the objects to be recovered are represented by tokens. These tokens are shuffled face down and positioned in predefined locations. Among them is a trap.

John will have to, once again, manage an escape after having fulfilled his three objectives.
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​ACT III: 33rd floor, roof and end.


The hostages are on the roof. The explosives are in place. Hans is ready to do battle.

John this time will have to complete his goals in order. First you have to free the hostages, then lower them safely and finally shoot Hans Gruber.

These fake terrorists can still shoot John. Once the sixth lock has been hacked, they are close to victory. This time the interest changes a little. The bad guy will then have to activate the detonators in order to blow up the roof. Once this is done, the seventh lock will be cracked by the FBI's power outage and Hans will be able to escape with the money.

Act three offers a little more tension and a slightly different way of playing for the bad guy.​
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​Now that the three acts have been explained in detail how does it play? Die Hard: The Nakatomi Heist Board Game is ultimately a fairly easy game to access. You could even stick the “family game” label on it so the choice is quite limited.

All players share the same basic actions.
  • Move. The cost is one point on all boxes except the gray boxes (obstacles) which cost two. Namely, only John can use these as shortcuts.
  • Shoot. You must be at least one space away from a target in a straight line. The only constraint is that if the shot crosses an obstacle zone the difficulty of hitting is increased according to the number of obstacles crossed.
  • Punch. You must be adjacent to a target and succeed in your die roll.

Most actions require a test. Very simple thing, it is a question of rolling a six side die and having a result equal or superior to the difficulty indicated on the target.

John has specific actions:
  • Sneaking. He can then move everywhere on the value of one point per square (even on gray) and pass enemy occupied spaces. He cannot be the object of attack.
  • Repel an opponent. Once the test is successful, John can push an opponent (we have added a small house rule, if he pushes an opponent near a window, they are thrown outside).
  • Ask for reinforcements. John can speak to Sergeant Powell to update him on the situation. The more he performs this action, the more his attack capacity is improved.
  • Finally, John can rest. He thus retrieves the top card from the discard pile to his hand.

The fake terrorists also have two specific actions:
  • Attempting to unlock the safe.
  • Call for reinforcement. If one of the men has been killed, the player can sacrifice their actions to put a new gun toting villain back into play (within the limits of the act).

Well it may seem like a lot of information. But in fact everything is written on the cards. I mean that the actions that are going to be possible depend on the cards played. The key words indicate what actions will be taken and what is the level of difficulty of the tests. Each action can be performed in the desired order and there is no obligation to do them all.

The chosen cards are played face down, then they are revealed and, starting with John, they are applied.
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​The bad guys have a special way of playing. No matter the number of players (from 1 to 3) in this team, there will always be three cards available. Once the cards are turned over, they are positioned according to their values. Each value is a decryption number used to unlock the safe. A free attempt is offered at the start of each bad guy's turn. There are two numbers, so technically Hans' minions can advance quickly (as long as these numbers are adjacent in the combination to be performed). The middle of the card corresponds to the actions available for the turn.

This way of playing is quite interesting because it forces the villain to pay attention to the cards played. However, we must admit that very quickly, luck is fairly present, you’ll try more to play a number for the code than actually looking at the possible actions.

Let me explain. With two players, there is only one player on the dark side. Thus, the first card is drawn directly face down from the deck. The second is the same, except that the player has a right to read it. The third is chosen by them from their hand. So of the three, one is completely random. On the one hand it creates suspense, on the other it brings a dose of chance that can significantly change the order you play cards, making almost a kind of  forecast. Some have told me that the bad guys deck only has 24 cards ... but hey if you have to count them ...

I have described among the actions the possibility of attacking others. Nothing too complicated on the side of the bad guys. Aside from Hans, who works in a particular way, the thieves have only one life point. One wound and they are dead. However, John works differently. His card deck corresponds to his life points. When there are none left, he is dead and the player loses.

Here it becomes deceitful, it is in the management of this deck. Each act has its own deck. When the players change acts, the cards are replaced. All of them? Not really. Each time John plays a card, he puts it on the "card played" side and not "discarded card". With each new act, the cards played previously are added to the deck of the new act. Thus, the more John lingers in an act, the more life he will have for the rest, but the more there is a risk that he will die. Another deceitful point, when he has only two cards left in his hand (because he doesn't draw cards once he has played one), he must discard them (so he loses them). Life goes down even faster this way. The game is a race against time in disguise. It also prevents the player from lingering too long. Smart.
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​Now place the verdict. What did I think of this game? Not pretending to speak for all, here is my modest opinion. The game has good ideas but also has a lot of flaws. It is with these that I will begin.

Where the rub is, it is at the level of replayability. Of course, there is the luck of the draw pile, the chance of the arrangement of the tokens to seek. Yes ... but it is ultimately very little. The game is ultra-scripted. For once, it is really very thematic (I would come back to this) but it also makes it a fairly significant flaw. At each game, you will always have to do the same things, in more or less the same order with the same result. The surprises are few and depending on the case, luck makes it happen very quickly. After a few games, unless you are an unconditional fan, you feel a certain weariness and significant repetition.

Especially since the choices available are low and the majority of them are imposed by the cards. Don't expect to be able to do what you want. The general thinking is quite basic. Which makes it a family game but far from the expectations of those who saw in it a potential game for gamers.

What initially seemed a good idea, is ultimately something quite anecdotal or even restrictive. I'm talking about the bad guys here. Making it a game with more than two players could have been interesting but as it tends to weigh down the whole without necessarily adding fun or interest. The players cannot speak to each other and even there the strategic choice being limited that would amount to being guided by the one who knows the game best. The result is a false game for several players but a real game for two (one in each team) . No more. And even at two, the importance of chance for the choice of actions can make more than one jump and bring a lot of frustration. Not the right playful frustration ... At three or four, the game loses its interest. The bad guys side becomes strongly limited (hence the presence of the “leader token”). And boredom is as clear as the nose on your face.

Finally, the John side may be the most interesting to play. Less chance (and yet I like chance), more choice and more freedom of action.

As for combat and most actions, they are resolved simply by rolling a die. Not very elaborate but it works ...

To continue in the negative points, the material. We are very far from the quality of current standards. The cards are very thin, not really protected. The illustrations without being too ugly are very generic and do not really bring immersion. The tokens are ultra-generic. The figurines are a vast joke. Tokens with the faces of the actors would have been a thousand times better! (Damned, I'm the one who says that). Immersion can take a big hit for those who stop and look at the material. Note also, that on the objective tiles, nothing is noted on how to accomplish them. Only a small reference to the film and the bonus you gain ... (evil laugh) ... Ah yes, I also forgot the board of the McClaine player. A modest very thin cardboard sheet (which for my part was folded because of a bad positioning in the box during its assembly), fragile and not very inspired in illustration. It leaves you to wonder how the publisher succeeded in obtaining the rights of the game.

I reassure you, there are not only negative points (even if it is already obvious). The idea of ​​life points for John is well thought out. This adds tension with the choice to linger to be stronger for the future rounds or to accelerate so as not to risk anything.

Even if in the end it is quite wobbly, the gameplay for the bad guys (two players only!) is interesting and could have been worked on even more.

Thematically, the game is a success. Even if it can work against it, we relive the film perfectly in the most impactful actions. Here we are. We also have fun throwing out the punchlines at the right time. Even rewriting some dialogue. On that, it's fun. I admit that the order of resolution for some objectives feels strange, but we slid over that while having fun on the rest. But for the fans, this is really great.

The board changing with each act is a good idea. This adds immersion and diversity. The change of goal for John too. It is unfortunate that this was not stretched out further (but I imagine respecting the license does not help).

Finally, despite these many faults, I have good memories of this game. I had a good time (except for two games). It works. Far from renewing the gaming world, it allows you to have a good time, for a limited playing time and for a modest price. When the title was announced, I was very skeptical. After several plays, I have come out with a positive feeling. Not everything is perfect (far from it) but it remains a sweet surprise.

A simple game (some would say simplistic) that works. The kind of game where, after not playing it for a long time, you are able to open the box and restart a game directly. An “ok game ” is a very fashionable term, which has the advantage of making you relive the adventure of an incredible film. An easily playable family game with a very limited amount of text (ideal for those who do not speak English).

It could of course have become something else, something more advanced, maybe for the more experienced gamer, but as it stands, it offers pleasant playability. I can guarantee that you will not chain dozens of games back to back. But coming back to it from time to time is not unpleasant, especially if you love the film of which it is a reference.​
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Certainly without the license, Die Hard: The Nakatomi Heist Board Game would lose a lot of interest and the negatives would prevail. For me, after reflection, it is clearly this thematic omnipresence that makes it endearing. This love of the original work (which could at least have been more in the material I agree, but it is not the authors who make the stuff) is felt during the game. A special aura and atmosphere, warm, emanates from this game. This feeling, purely personal and subjective, makes me come back and play it without complaining and with pleasure (I told you that you had to play it only with 2?). But like any abstract notion, the feeling may be totally different for you.

Die Hard: The Nakatomi Heist Board Game is a game that will not impose itself as the essential game. If you just want it for fun, it may not be the one for you. In the face of the choice available, others will do the trick better. If you are a fan of the license, you will have a good time and you will enjoy going back there. USAopoly had the opportunity to create a very good game supported by a strong license, but seems to have somewhat missed the mark. There remains a pleasant game, which I advise you to try before buying it to see if it will meet your expectations. So...

                                                                                               Yippee-ki-yay, poor idiot!
Technical note 6,5 / 10
In terms of materiam, there could have been greater efforts inserted. Shapeless figurines, fine cards with generic illustrations, "normal" tokend, but ... once in play everything works. The idea of ​​different boards depending on the acts is a good thing. The rules are clear (although their layout may surprise you).

My BGG score 6.5 / 10
Ok - will play if in the mood.
The game has its share of faults: limited replayability, importance of chance for the nasty side, limited choices, ... And yet so little that we are a fan of the license, the game works. It's fun, not necessarily long and we relive the film. It has good ideas and you can't help but think that better implementations could have made a better game. Die Hard is not unpleasant to play, on the contrary, but quickly finds its limits. A game that does not reach the ankles of film legend.

Combined score of 6.5 / 10
And now it's your turn to play ...

​
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A bomb, a phone ... What can go wrong?

2/16/2020

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Phone bomb (2019) Review

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Authors: David Cicurel
Illustrator: Christopher Matt
Publisher: Aurora


3 to 6 players
15 - 20 minutes
Age: 10+
Language dependence: no


Written by Guilou

​
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Today we are going to talk about Phone Bomb. Bomb, not Game. No, I'm not going to give you a review of Joel Schumacher's film with Colin Farrell. Here, no phone booth. However, you will need your phone. One is enough for the entire player group. And no, it is not supplied in the box. Here it is ...

David Cicurel, the author of Chronicles of Crime, continues to explore the mix between board game and digital through the use of the telephone. Indeed, to play Phone Bomb, you will need to download an application, in addition of course to the material included in the box. First thing to know, the application is not greedy and can work very well with any smartphone (for example), as long as it has a touch screen (yes the 3310 will not work .. at the same time it's not a smartphone ...).

Without further ado, we will learn together to become a real minesweeper (raising this flag will be useless). But for that, here are some rules to respect, before accepting your mission.

1. You will have to be thoroughly prepared
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Minesweeper movie
Ah! yes.  ... I reassure you, you will not need that much preparation. You can remove all that ... Finally, to play it, come as you are.

So to be able to play Phone Bomb, you will need a table, chairs, a telephone, a copy of the game and ... that's it. Originally, the publisher seemed to have wanted to include real bombs in the box, but the ephemeral side of a part and the final potential cost dissuaded them. It is for this reason that the application takes over. A decision certainly more classic but oh so much more logical.

The game application is easily found. Come on, because I'm nice, I leave you the link to it. You just have to click there. That's it? Okay while it's downloading, I'm going to take this opportunity to present the game to you. Note that once on your phone, the internet connection is no longer mandatory.

On its launch, you’ll arrive in a very classic menu. You then have the choice between the level of difficulty (Discovery or normal), take a look at the options (to adjust language, music, sounds ...), and you can even click on the credits to discover the designers, authors ... But this is for the most curious. Last but not least, you can start a game. Attention, once you click on play, the game and the timer starts directly (there is no loading count as indicated in the rule). Click only when you are ready to play, otherwise you will have to go back.

An ultimately sober application, but one that goes to the essentials. What is most important. No fuss (or Goku), we know immediately what to do and we don't waste time.​
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2. Read the rule beforehand and explain it to everyone
Now that the application is installed and loaded, it's time to move on to the rules explanations. It's actually easier with the app in front of you, even if you can start without it.

The rules of Phone Bomb are very clear and above all very simple. Each player has a hand of four cards. On their turn, when the phone is in front of them, they become the active player and must play two cards and only two cards. Depending on what is played, they will have to interact on the application then pass the phone to the next player.

The possible actions will depend on the icons on the cards. When the active player plays two cards with matching icons, then they can perform that action on the phone. If they do not want to or cannot play cards where the icons do not match, they must then pass. Whatever the players do, they must indicate it by clicking on the right space on the screen and then pass the phone on.

Once these two actions are done, the player draws two new cards. And that's all. Simple, right?
3. You will have to pay attention to the other players
Phone Bomb is a semi-cooperative game. You will have to face crisis situations together: in other words prevent the bomb from exploding before the end of time.

Cooperating is therefore a great way to survive, or rather to deactivate as many bombs as possible before they go off. But there will only be one winner at the end of the game. It will therefore sometimes be necessary to be opportunistic in order to get ahead or leave before it is too late. Pay attention to others. At any time, they may seek to pull the blanket towards them, at the risk of wasting your time. Beware of the most smiling colleagues ... they are sometimes the worst. Opportunism and a sense of timing will sometimes be necessary.
4. You will learn to master time management
At the start of a game, you have one minute to defuse the bomb. Yes, very little time. As much to tell you right away, time will pass at a crazy speed. You will have to watch it because you'd be lost in what you want to do, sometimes forgeting it ... and there is the drama. Phone Bomb, and especially its application, offers a very pleasant timing system. The real-time aspect is something that I really appreciate. This helps build up welcome pressure and sometimes increased stress which can lead to situations of tension or unexpected error. The chronometer is like a sword of Damocles, merciless and continuous.

Of course, depending on the actions chosen, it will be possible to influence the time. For example, it will be possible to add time, but also to waste it. In order to prevent a system which could become too calculating, and therefore less fun, these gains or losses will not always be the same in terms of quantity. This unpredictable side adds a little tension and an uncontrollable variable which enhances the fun of the game.​
5. Add time to breathe
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It is therefore time to see the actions in detail. We will start by adding time.

As I mentioned to you just before, time management is a very important concept in the game. But a minute goes by very quickly. To allow you to breathe and because you are pros, you can add time. For that, it is enough that the active player plays two cards representing a watch. Once done, the player must click on the "watch" icon on the control panel. This will add about thirty seconds to the group.​
6. Think before you act
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The bomb control panel has fifteen wires, five of each color (blue, yellow and red). The object of the game is to cut the three good wires among these fifteen. Of course, you can go head down and cut at random ... at the risk of losing precious seconds. Or think and reduce chance.

To do this, you can play two cards with an eye symbol. Once done, you will need to select an eye from one of the three colors on the application. Just below, once you have clicked, symbols will appear which will guide you in your search. These symbols will correspond to the chosen color and only to this color. Thus, you will be able to learn if among these wires there are any: trapped (skull), defusing (pliers) or neutral (which are useless).

The little welcome subtlety corresponds to updating this info. This information corresponds to the moment when you press the eye. They are only updated when you perform this action.​
7. Wire cutting
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After a while, it is certain that time is running out and that we will have to act. Courageous as you are, you therefore decide to choose a wire to cut. To do this, simply play two cards with the same color.

If I play two blue wires, I can cut one of the five blue wires still available. If I have found a good wire, a green light will come on. If it is a neutral wire, nothing happens. If it is a bad wire, the bomb approaches the explosion and a red light comes on.

Three green lights, the bomb is defused; three red, it explodes.
8. Do not forget to do forward planning
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It is well known, it is thanks to you, and only to you, that the operation is a success. If you play two cards with the microphone symbol, then you will have the opportunity to take the time to think about your future interview in front of the cameras.

These cards played, in this case, remain in front of you. If the operation is a success, the player who has prepared their intervention best will win 1 additional point at the end of the round. Yes, it's as much a part of the job as putting yourself forward. But beware, nothing is free. Indeed, when you take time to think about what you will say, you will actually take time. In other words, the group will lose between 5 to 15 seconds over the final time. Be careful it goes quickly ... You will have to choose the right timing to embark on this type of action.​
9. Courage to run away!
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The life of a bomb disposal technician is a high risk job. Sometimes, time flies too fast and the bomb eventually explodes. If this is the case, nobody wins points (even for the interviews, don't dream either, losers are not worth interviewing ... though).

To overcome this small inconvenience, by taking your courage in both hands and burying it deep within yourself, you can choose to flee. But flee bravely.

Yes fleeing is not glorious, but it can allow you to get out of a difficult situation alive and victorious. When you play two cards with the symbol flee, you exit the round (click of course on the corresponding button). You no longer have an impact on the current round. You have technically left the place of the bomb. Potential interview cards played before no longer count for you. When you choose to flee, this gives some time back to your colleagues still in play.

If the bomb is defused, no luck, you left too early, suddenly nothing for you except bullying and mocking. On the other hand, if the bomb explodes, well done. Not only have you survived, but above all you will gain 1 point (and not those who stayed).​
10. To do nothing sometimes is to do something ...
While the active player chooses to do an action or simply pass, the other players are not outdone.

Phone Bomb wants to be a communication game. For this, during the active player's turn, the others can freely exchange cards with each other. Of course in order to respect the altruistic nature of the game, the cards must be exchanged face down, without being shown beforehand and the agreements relate only to those who believe them (therefore in no way be obligatorily respected).

Even if it is true that during the first games, you do not necessarily think about it, this notion is quite well seen and occupies the players during the rounds. This occupation contributes to the fact of adding a bit of deception but also to distract the players from the current objective. This distraction can waste precious seconds without anyone realizing it. It is important to communicate well and find the right balance.​
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And now you know all there is to know to become a good minesweeper at Phone Bomb. At the end of a round, we count the points. 2 points for those who stayed and who defused the bomb, 1 point for the one who most prepared the best interview and 1 only for those who fled when there was an explosion.

A full game is played over five rounds. At the end, you’ll proceed to the calculation of all the points, whoever has the most wins the game.​
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The game offers a few variations including bonus cards. Very quickly, you will find yourself playing with this to spice up your games. These are simple goals that will allow you to earn an additional point on success. This adds a little more and even more distrust without weighing down the game.​
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Phone Bomb is a success in its genre. The components are simple, but everything is clear and easily readable. The rules are well written, and easily readable. The iconography is well thought out. Once the game started, no more feedback on how to play is required.

The rounds are linked quickly, the game is fluid and there is no time to be bored on the contrary. Without upsetting the codes, Phone Bomb offers a very pleasant experience for short games. The mixture of real time, cooperative pressure with the tension of betrayal that can occur at any time works perfectly.

There is mistrust and bursts of laughter are not long in accompanying the game, especially once the players are chaining blows. The game is very dynamic and there is no real downtime.

The application is simple but relatively well thought out. No superfluous, the symbols of the cards correspond perfectly to those present on the control panel. You don't waste time figuring out what to do. Everything is instinctive and above all it responds well to touch. No latency. Playable on many supports, the application adds a playful side to the defusing touch as in the movies. There are some sensations of video games like Keep Talking Nobody Explodes or Them Bombs! (in less pushed of course). In addition, the publisher has announced that the application will experience future improvements such as the appearance of missions. Interesting thing that deserves to be followed.

Bonus cards offer a little extra and renew interest after several games.

The game is nevertheless not without flaws.

It remains a party game. This means that the more players, the better. Playing it at two (variant included) has no interest, and even if it is appreciated by three, it in no way delivers its potential.

However, the application has certain limits. In terms of pure use, it is a shame to see small things appear which certainly do not prevent the pleasure of play but which slightly increase the handling.

  • This is the case at the end of a round, when the screen appears asking us if we want to leave or not and the "no" really serves no purpose.
  • There is no follow-up of games. For each round, you have to go back to the main menu without any follow-up. A reminder of the scores or the possibility of linking the games could have been a plus. Why not enter your score after each round?
  • Roll on the new game modes.

Again, this doesn't take away from the fun of the game. In the end, these are just small details, but things that can be easily improved to increase the fun and ease of use.

If you play in good company (it is possible to see some playing anti-games by taking more time voluntarily to win), the game is a real nice surprise. An ideal aperitif game, simple, fun and lively. A tasty blend of flavors that works perfectly. Knowing how to juggle between saving the team or putting themselves forward is a relatively tasty thing. Not to be hated by others while trying to get out of the game puts you in a place not so obvious but oh so enjoyable especially that must be added to that the pressure of time. Not only does the game work well, it also offers a really well-thought-out hybrid experience with good quality hardware. Phone Bomb is a game that I can only advise you to play with friends, family, with younger children, between adults, between people you do not know .... in short with anyone, play there! After locating the sympathetic Topiary, waiting for the very good Rescue Polar Bears, Aurora offers us with Phone Bomb a very good aperitif game. It would be a shame to deprive yourself, especially since it is at an explosive price.​
Technical score 9/10
Compared to its category, Phone Bomb is doing really well. Very easily recognizable iconography, clear rules, simple but effective application. The cards are solid and pleasant to handle.
A little further application adjustments would have been a plus.

My BGG score 7/10
The game is very pleasant. The mix of genres works really well. It's always a pleasure to play it. It's dynamic, deceitful, fluid, fun, accessible and fast. Besides this last point makes it possible to prevent repetitivity from settling down. We can't wait to see how the thing can be developed even more thanks to the app to vary the pleasures. A very nice surprise for a game that works really well.

Combined score of 8/10
And now it's your turn to play ...

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bee's that stays home don't collect honey.

12/14/2019

0 Comments

 

Queenz: To bee or not to bee 
​
(2019) review

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​Designer:
Bruno Cathala, 
Johannes Goupy

Illustrator: Vincent Dutrait
Publisher: Mandoo Games

2-4 players
30 minutes
Ages 8+
Language dependency: None

Written be Guilou

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Queenz
is one of the last games of the prolific author Bruno Cathala. For this new game, he is accompanied by Johannes Goupy and we find the excellent Vincent Dutrait adding his artistic hand. The game was released at Essen 2019 by Mandoo Games and is distributed in France by Blackrock Games.


Queenz is a game that gives you the chance to become a Beekeeper. You will have to place your hives judiciously according to your land and plant flower beds that cover them. Each flower, as in real life, offers the possibility of producing a honey of a color but especially of different taste. The more you have the ability to diversify, the more points you will earn. But do not forget that without bees, there is no honey. This is good because you can also opt to collect and position them onto your fields. But beware, a bee too far from his hive will not give anything. Dilemma and choice are at the heart of the game.​
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Queenz accessibility is one of its strengths. Indeed,
the rules are really very simple. Each player starts the game without a parcel of land but with three unused hives of your color and "pots" of honey representing the possible future products. Plots of land are available for purchase and positioned next to the central plateau.


The central plateau offers a square of 6x6 boxes initially covered by orchids taken at random. The flowers care of different colors (5) and can also contain or not bees (one queen or up to three workers). Around this flower garden, a meeple gardener walks from space to space depending on the flowers collected by the players. This meeple occupies an important position in the game. Indeed, you will be able to choose to recover flowers only according to its position. On your turn, you will have the choice between two actions.

The first action is one of the most important: collect flowers. You will be able to take from one to three flowers depending on the position of the gardener. Indeed, it will indicate the row available to recover the flowers. And without being paid. What a nice gardener. Because yes, taking flowers in this game, it's free. And you will be able to collect up to three. But of course, there are conditions to that.

  • If you choose to take only one flower, then you can take the one you want, whether or not there are bees on it.
  • Do you want two? Go for it. But only if there are no bees on them.
  • It is not enough ? Do you want three? Go because it's you, it's a gift. But, only take orchids of 3 different colors.

The flowers thus collected are stored in the personal reserve of the player. Attention, this reserve contains only six places. And when there are no more places ... you can not take flowers anymore. Gluttony has its limits and waste is not tolerated. The gardener then moves as many boxes as flowers taken by the player.

As you can guess, the central plateau will empty little by little. It will become more and more difficult to recover the desired flowers and especially the desired number. Especially since the flowers take time to grow, they are not replaced immediately. First come, first served. This will also play a role in choosing to take one to three flowers so as not to give too much opportunity to his opponent.​
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The other possible action is the construction or enlargement of his field. It could not be easier. The player takes one of the land tiles available for purchase. It's always free ... If it's your first tile, you simply place it in front of you. Otherwise, it must be added adjacent to existing tiles. Here too, there is a constraint. The tile chosen, once placed, must be filled with flowers from your reserve and possibly a hive.
No empty spaces.


If by the time you finish placing your pieces, you have an area with at least two adjacent orchids of the same color on your land, then you produce honey of that color. Take your "honey pot" pawn of the corresponding color and place it on your personal tray. If you have all the pots of all colors, then you receive a distinction in the form of a bonus points. Be aware, the faster you are, the more points you will have (these diminish over time).

Now that you have placed your new land, it is time to see if it brings you something. If you manage to create areas of the same color, or if you enlarge an area already present on other tiles with at least two more flowers (of course with the same color), you will gain one point per flower belonging to these areas.

To note a small exception which I did not speak to you for the moment. When choosing to retrieve orchids from the gardener. You can take a flower with bees on it. If there are several, they will count at the end of the game depending on their promiscuity with a hive (pollen, honey production all that stuff). Queens work a little differently. Indeed, they allow to act immediately their taking of the garden. You then have permission to replace one of your flowers already laid by the one with the queen on it. The removed orchid returns to your reserve and the queen settles on your field. This ability is sometimes handy for increasing the connection of a colored area or for getting closer to a hive.​
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The end of the game occurs when a player places his fifth land tile in their playing area
. The opponents of this player can then bloom a last field without the necessity of it being filled. The last chance to make points.


At the end of the game, we move to the count up of end points. First of all, look at the points earned during the game. Then add the end-of-game bonus points.

First the points indicated on the diversity of production token. You know it's the token gained during the game thanks to your honeys of five colors (yes, this was easy). These points range from ten for the fastest, to two for the slowest. Without necessarily making a big difference, it can still affect the final score.

Then you’ll review your hives. Hives that have attracted bees will earn you points. A good beekeeper knows how to take care of his workers. Each player will earn one point for each bee on their eight adjacent squares. Eight boxes, eight possible points, three hives, so it can go up to 24 boxes so 24 points. Not so bad is not it? For the most skeptical so far, you now see the interest of the capacity of the queens? It's a score that can make a clear difference. Especially if others have focused on the immediate points of color areas.

There you go. The one with the most points is judged by an incredible assembly of beekeeper recognized in the middle, as having achieved the best honeys and thus wins the game. Youpi! Hooray! Bravo!
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​The great strength of Queenz is its ease of access. Short rules, limited possibilities, the kind of game that allows you to dive directly into the game without resifting through the bow for the rules.
This type of game is perfect for casual players who sees it as a present challenge and a possibility to play without taking the lead. It is true that the parts are nice.


The game is in tune with the times. In other words, simple rules but with a relative depth and a reduced playing time (count less than 30 minutes when you start to know the game). Despite the number of restricted actions (two), the number of possibilities and play patterns are quite important. This allows replayability and satisfy the players who are keen on this type of game. The game also has a variant to "complicate" the game adding a new bonus flower. An accessory, but nice.

Another strong point, it is possible to play 2 to 4 players, and it works well in all configurations. Said like that everything seems to work like clockwork, and we are far from having hives "buzzy" ... and yet. Honey may not be as good as wanted.
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My first concern, that's why I’ll start with it, because in reality this is not one for many players, because of the theme. Or rather, it’s absence. It should not be hidden, and it appears very quickly,
Queenz is actually a disguised abstract game. The idea of ​​the hive, the honey, the bees, the flowers ... all that is superficial. You could definitely replace all that with something else and it would work just as well.


Let's move on to less forgivable things: the overall quality of the material. Unfortunately, the game is far from irreproachable. One oscillates between hot and cold during the depunching. While the flower tokens are correct, the field tiles and the trays (individual or central) are very thin and a lot of tiles of land do not fit together properly. It's nerdy when we want to make a nice display on the table. The size of the score pieces is also disturbing. These are slightly larger than the boxes of the dots. Which is ultimately quite impractical especially if you play four. Frankly, we remain in the field of non-crippling and that does not prevent us from having fun, but this lack of finish is regrettable. To be forgiven (?), You have Queenz token in quantity. There, I confess I have not yet understood their usefulness.

In terms of gameplay, the game actually offers a lot of possibilities. But finally these possibilities can be summed up in two main axes of scoring : to leave the fastest on the diversity and the bees (thus seeking to accelerate the game) or to realize larger areas of the same color. After several games, we found ourselves limited in these two ways of scoring points. For the general public, this feeling will certainly not appear, but for most players, you will see there a possible limit to playfulness. A limit that necessarily negatively affects the replayability and willingness to return to it.

Finally, focusing on the illustrations, we are starved on this front too. Normally, I really like the work of Vincent Dutrait. In addition to being one of the most prolific board game illustrators, he is above all a person with great talent and in many ways. On the other hand here, outside the box, I had a sense of "minimum union" for the rest of the material. It's colorful, it's not devoid of interest, it's visible (even if the flowers are very similar) but, at the same time, it's relatively "cold". Finally, one could even say that it is abstract as are the mechanisms. A sensation difficult to explain but, visually, the game will not remain in the annals. However, I am fully aware that art is purely subjective and I do not doubt that others will find this game superb.

Very inspired games like Patchwork or the series of Cottage Garden, Queenz finally fails to offer enough originality to win. The proposed mechanisms are known and without real risk taking, even if effective for those who love this style of play, it remains a simple game to access with pleasant mechanisms, and for optimization accessible. It will easily find a place in the family toy libraries. Far from being demanding, it will offer you a certain challenge and will entertain you, but for a short period.
Technical note 7/10
Some technical errors that unfortunately ruin the experience. The game is simple, the rule more or less well written. Once understood, no reread needed. It's colorful, visually clean but maybe the whole lacks a bit of soul.

My score BGG 6/10
(An ok game, to play from time to time if it is proposed to me)
A game that unfortunately offers nothing original, but based on proven and recognized mechanisms. A game in the format intended for the family audience or higher. In this context, the game works pretty well, to discover the optimization. Before moving on to something more solid ...

Combined score of 6.5 / 10

And now, it's up to you to play ...

​
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tHose who sleep, are not fishermen

12/9/2019

0 Comments

 

Freshwater Fly (2019) review

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​Author :
Brian Suhre

Illustrator: Darryl T. Jones
Publisher: Bellwether Games

1-4 players
40-90 minutes
Ages 14+
Language dependency: very little


Written by Guilou
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​Bellwether Games is a publisher who gained recognition with the game Coldwater Crown. A game rather interesting and perfect about fishing. They are now back with a new Kickstarter, this time, Freshwater Fly. No surprise, it rests in the theme of fishing. While the first game was intended to plunge you into a world tournaments, the second offers a more intimate approach, more solitary. Indeed, in Freshwater Fly you go fly fishing in a slightly mountainous area, with friends. Just that, your whole program. Indeed, I like games that offer original themes. This one is one of those. However, I have to admit, not being a fisherman myself, I have not mastered the jargon specific to this passion.

Freshwater Fly is a game of Brian Suhre. All the visual was done by Darryl T. Jones. The game was available in small quantities at Essen 2019 and sometimes in a few shops. But the stock quickly melted. Hard to get your hands on now. The theme played a big part in the success of the title, especially in a current production that is struggling to renew itself. But what about the game itself?
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​Freshwater Fly invites you to play as a fisherman.
Here, no religion. No, a real fisherman, with his rubber boots, his overalls, his gloves, his bucket hat... In short, all you need to not catch a death by cold from facing the currents. With your fishing rod, you and your friends decided to start a small competition. The subject of the competition: angling. The goal: to get the most points at the end of the game. Simple, basic. Fishing rod in hand, let's go.


Me, I dig my saplings, to go fishing, musette on the shoulder, sausage, cold beer. (french song "LA PÊCHE À LA LIGNE" - RENAUD) Settled in my little corner of paradise, I'm ready. First thing to do, choose my fly. There are six flies available, each corresponding to a color, which itself corresponds to the hatching tokens. It is important to study the game board in order to choose a color that corresponds to your target fish at the risk of telling the story of how the big fish got away. Each player, in the order of the turn, will prepare their rod carefully.
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In Freshwater Fly, there is no lap count. You have the time, as this requires practice. Although ... the first to catch their seventh fish, will end the game. It remains a race. Monitoring the progress of others and catching up is a good idea. Just be contemplative and enjoy the water and clean air.


Each player has an individual board representing their abilities and reel. This is not a simple accessory that challenges but represents a real pretty ingenious and well inserted in the theme. The central board corresponds to the whole accessible end of the river and gives you a visual of the catchable fish. And essentially with which bait to catch them.

At each round, you will roll a number of dice based on the number of players. The dice are at the heart of the game. In turn order, you will choose one of the dice still available and perform a force action equal to its value. There are three main actions available: casting, reel or finesse +2.​
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First of all, you'll need a target, a whipping fish (
no Igor, put that whip away!). For that, nothing more simple. The chosen die will show you a column on the board. In this column, you will be able to choose a position among those available (paying attention of the rocks). But for your prey to be attracted, you must have a fly of the same color as the hatching token at the bottom of the river. If this is the case, you must go to the second step: catching your fish.


For him to bite the hook, you will have to show skill ... not in fact, it's more luck but in a controlled way. There is a small deck consisting of four cards. Among them, is a card "fish caught". You mix this deck, and if you have a hook of the same color as a hatch, you draw one. If this famous card is drawn, bravo you can go to the next step. If you missed your fish, do not panic. Concentrate. Do you see your fineness level on your personal board? If you have any, you can spend one (you slip your token one step to the left) to take another card. Still missed? Decidedly, this fish is tough. You can even do it again, if you really lack luck (perseverance is a good virtue).

But what happens if you miss your fish? The current will move your line will drift one step to the left. If you were already in zone 1, too bad for you, you will have to retry your luck on your next action. In other cases, if your hook corresponds to a hatching token you can try again to hook a new fish. Take back the cards, shuffle them and ... this time you do not shoot one but two cards. Yes, it is like that. You want this fish! If, after this second chance, you have not succeeded, your action is lost.

In case your hook does not match the hatch token, it's a little less convenient. If this is your first run, your line drifts down a notch. You can only try your luck if your hook matches the hatch token. If it still does not fit, you still drift one step to the left. With each drift, you have the right to try your luck to catch the fish. But be careful, after the second drift or after the second attempt, your turn is over. Small bonus of a drift, it is not one but two cards that you will draw. Sometimes, going farther can be a good strategy.​
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​Once your fish is hooked, you have it at the end of your cane. It took the fly, which may tend to annoy it. But expert as you are, it's not a problem. So you take the corresponding fish and position it on your personal board according to its color. Each color corresponds to a step in the capture. The more difficult a fish is to catch, the more points it makes. You also take the hatching token (which will serve at the end of the game) and of course you place a fish in the space of the one that your caught. If by chance you have caught it next to rocks, draw the first card from the pile. These are bonuses that will help you greatly during the game. Finally, the reel is positioned on its starting space.


Which brings us to the second possible action. Play the reel to tickle this stud. In short, bring the fish to the surface. Your reel has five spaces. Each corresponds to a specific action:
  • Breaking the fish by decreasing its strength to 0 (put the correct token on it)
  • Win an available bonus tile, if you already have one, your flip it on it’s back
  • Gain a fineness (one step on the right)
  • Depending on the resistance color of the fish, you will move one space back or forward. If it is green: you advance one space; if it is yellow you retreat.
  • The starting space makes it possible to bring the fish closer to the surface. When you stop or go past this, you do not collect € 200 but you lower the resistance of your fish one step to the left. If it was already on the green box, bravo you captured it.

To use your reel, you will have to select a remaining die. You decrease the value of the die by the resistance strength of the fish and you advance your reel by that many spaces. Once this is done, you can use the power indicated on the space.
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There remains a third and last action available, focus. You can take any dice and regardless of its value, to move your fineness slider two notches to the right. This is the best way to ensure future success or desired power.


There are also bonus actions that depend on your rock cards (permanent but once per turn), your speed tile (one-shot) or your situation on your ability (lower your fineness by one step to the left). These actions can be done in addition to the main action.

The end of a round occurs when there are no more dice available. To determine the first player, you’ll calculate the value of each die you used, the smallest total is prime. Being first can be important. This is also one of the ways the author tries to convince you not to just take the big numbers.

The end of the game comes at the end of a round where a player fishes their seventh fish. You’ll then count the points. Starting with the fish, then public goals and after private goals. Finally, the points from rock cards are added and the one that has the most wins.
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Contrary to what it seems, Freshwater Fly is not a complicated game. Everything seems quickly logical and the rounds are linked in a rather important fluidity. In front of the small choice of available actions, the wait between turns is quite limited.


Thematically, the game is really exemplary. Everything breathes the theme. That it is the material but also the mechanisms. Special mention to the idea of ​​the reel. We found ourselves with the impression of raising fish at the end of our lines. A little cricket singing in the background, relaxing music with water streaming and you're there.

The rules are in the majority quite clear and the components is relatively correct (some problems may be on some material). You’ll quickly identifies your objectives and the fish that you wishes to catch. Moreover, the idea of ​​having personal boards with asymmetrical objectives is excellent. Everything is well indicated and it is not necessary to go back in the rule book.

The duration of a game is not very long. I must admit that it is sufficient. Longer, the game could have become quite boring. Because yes, it is not free of defects.

Already, the game seems pretty scripted. This feeling finally agrees well enough with the theme, but we quickly feel forced. One of the things you need to do first is hook a fish. When you do not have fish, the rest is impossible. Then, once you have one at the end of your line, you will have to go back up, so you will do almost this action. And so on. Finally, you take a dice, you take a fish, you spin your reel. However, this repetitiveness of actions and especially choices fits perfectly into the theme. How else would you have wanted it? To have wanted to stick too close to the theme, the author may have forgotten that this is a board game and that playfully non-fishermen could quickly get bored.

Luck is present. But it is relatively discreet and most of the time controllable. Once again, you could have liked unforeseen events (fish snaps the line, the wind reverses the current, etc.) which would have broken a little this playful monotony. The dice, in turn, play a role that is ultimately rather minor. The game will sometimes be a race to the one who will be able to take the strongest dice first (hence the interest of being the first player). Collect dice of small values ​​quickly finds its limits.

The replayability of the game is theoretically good. However, it can quickly become a problem if your resistance to do more or less the same is low.

The game offers a solo mode that has the merit of existing and remains interesting. Not convinced by cons, once realized, we return with great pleasure.​
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I was really attracted to the theme that was off the beaten track. I would have loved to love this game. It is pleasant but unfortunately far from what had sold me, at least in my imagination. Maybe I was expecting too much? Far from being a bad game, it is not unforgettable either. If it had not had its original theme, would it have been so successful? Nothing is less sure.


Freshwater Fly is a pleasant game with a refreshing theme and incredible thematic respect. But even if it has interesting mechanisms, the game suffers quickly from gaps. Shortcomings that will be quickly forgotten if you are fans of fishes, or that will be important if you search more than a theme. This points race could finally be compared to a long calm river. A known place, relaxing but not surprising.
Technical score 8/10
Many good things in this game. The graphics, the material (even if some things are disproportionate or just below the rest), the rules, everything is clear, clear and thematically respected. The reel is a small gadget that has its charm. We hoped for a finish on some elements, for a little less generic look.

My BGG score 7/10
(Good likes from time to time play)
The strength of the game is its theme, rather its thematic respect. On it, the work of the author is remarkable. However, when you touch such a special passion, you have to know how to balance. Focusing on it alone can quickly knock out those who do not have this fiber. Paradoxically therefore, the game suffers from the thematic omnipresence that prevents it from coming out of the currents. A current sometimes too linear.

Combined score 7.5 / 10
And now, it's up to you to play ...​
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I cover, you cover

11/12/2019

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Papering Duel (2018) review

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Designers : Martin Nedergaard Andersen
Artist : Agsty Im
Publisher : Mandoo Games


2 player
10 - 25 minutes
Ages 7 +
Language dependent : no


Written by Guilou
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Released in 2008 was a small game called Papering Duel from Mandoo Games. You do not know this publisher? Who are they... Well, they are a Korean publishing house best known in Asia. But back here, especially through its presence in Essen, we are able to talk about them little by little. Most of their productions have themes, components or quite original mechanics. Papering Duel is no exception to the rule.

This is a game from Martin Nedergaard Andersen (I already told you about him and his Hippo game). What acts as illustrations is due to Agsty Im. Papering Duel is an abstract sheet placement game for two players (yes, there is the word duel in it).
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The first thing that catches the eye is the components. Everything fits in a box of rather moderate size. You play from outside the box to inside this box. What acts as the game board is a cardboard sheet, that is thermoformed ideally. Each player will then have a deck of cards. But these are not normal cards. It is rather small sheets of transparent plastic. These sheets are divided into four squares of identical sizes. On these squares, there will be two full boxes and two empty ones. Some boxes will have symbols (dots, a square or a kind of star) and others will have colors (yellow, red or purple). Each symbol is accompanied by a color and vice versa. Do you follow?

The basic principle is that each player has a unique deck. A player will have a deck with filled boxes diagonally place while the other players has adjacent ones. The central plateau represents a grid of nine squares. Players will alternately place their cards on this main grid to perform tricks to win the game.

In turn, a player has the right to play one to three cards from their hand. The goal is to make combinations of three patterns either by the same symbol or the same color. If they do both, it validates two goals. Not bad, huh! Once the cards are played, you’ll check that the player has completed at least one of the objectives and that their opponent no longer has one. To help find your way around, there is a small cardboard tray next to the game. On this board, players announce current goals filled with small chips (black or white). This silly pest is quickly very practical but requires a little manipulation.
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Players will superimpose their cards as the game progresses. This mechanism is visually quite attractive and is reminiscent of other games like Gloom or Edge Of Darkness (to name a few). But very quickly, everything can become a bit confusing, especially if an area has not been covered for a few turns.

But what is the purpose of this pile of cards on top of each other? The most noble way to win is to achieve three combinations in a turn. Immediate victory. Nothing to say again. That's class and something you can brag about it. But there are other ways to lose. You can also win if your opponent can not remove your current combinations during their turn or if they can not make a combination. And that's as simple as that.

Indeed Papering Duel is not a complicated game. There is also a variant with a few more cards for each player. These cards have gray boxes. These new colors allow you to add a new way to lose or trap your opponent. Indeed, if one of the players does not manage to cover a gray box of their opponent, they win.​
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​Papering Duel is a little abstract puzzle game that works on the principle of associations of colors or shapes.
A bit like Connect
 4, but more thoughtful (not necessarily more complicated). Concretely, we’ll say it like this: “I play my cards... You play on top of mine... You pay attention and you're lucky... You do not pay attention *Bang* I have you trapped!”  The games play quickly enough and everything can easily be transported and played everywhere. The game offers a cerebral challenge that can satisfy fans of the genre. On the other hand, do not look for a possible theme or to live a story. You’ll be facing a pure abstract game.


The challenge side is quite interesting and the initial postulate can give the impression of a very calculating game. But very quickly, one realizes that there are some elements which come to invalidate this sensation.

Already, luck is important. The cards are mixed and drawn in a completely random way. For an abstract game based on the anticipation of plays on several turns, this can be problematic. And at the same time, it allows a family audience to find their feet and play it without thinking too much.

Indeed, some might argue that for random drawing, but players have a hand of three cards. Except that the fact of being able to play all three in the same turn, lessened the strategy side of the game and favors the chance of the good hand. Again, this allows a family audience to have fun but can disappoint the player in search of cerebral challenge.
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The game runs smoothly. After playing it several times, I think it's hard to define it’s real target audience. A bit too risky for fans of abstract games, too abstract for players in search of stories, too punitive for a truly family audience ... All that rests are the players who like to rack their heads but not too much, those who love games not too long but with a present challenge, the fans of the games with a beautiful components. As such, Papering Duel can satisfy their curiosity and their desires.

Far from being a bad game, it remains pleasant to play. However, we can ask the question about the long-term life. However, the part time coupled with a relatively short installation time allows to play quickly without taking the lead. Especially since the interaction is ubiquitous. No time to watch flies fly. You will have to pay attention to what the other person is doing at the risk of losing in style. Far from being frustrating, the game is relatively simple to access while having a certain depth. And finally, is this not the most important? Take pleasure in playing and work that little brain while having fun ... A game that will, without hesitation, find its place in some toy libraries without imposing itself as inevitable. But after all, was it its goal?​
Technical note 8/10
The component quality is good. Thermoforming is well considered for both storage and playability. The cards are nice and the overlay side works well. Everything happens inside the box. There is an hourglass present in the box but no explanation of its use (Cooking eggs? Playing in Blitz mode? Time storage?). The rules are well written and you do not have to go back.

My score BGG 5/10
(Average game, will not please everyone)
I’m still a little hungry after this game. Not unpleasant to play, it will not leave you an unforgettable memory either. There is a part of this game that will satisfy you, while you play, but will not have this little taste to come back. Too random for the big abstract players, a tiny bit punitive for casual players, it has however pleasant material and ease of access.

Combined score of 6.5 / 10
And now it's up to you to play ...​
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