Galaxy Trucker: Space Truck Simulator 2016

Pairs well with: Pabst Blue Ribbon and caffeine tablets. 

Brutus scale: 6/10 

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Have you ever wanted to be a space pirate?

Of course you have, why did we even bother asking. Well this game isn’t for you. This game is for the people who want to live on the right (ish) side of the law, piloting glorified piles of scrap-metal held together with prayers and duct tape through the far reaches of space, shipping cargo from one end of the galaxy to the other at the mercy of reavers and smugglers and so on.

To be honest though, even the space-pirate aficionados would probably have fun playing this game as it is, to use the technical term, ‘a right laugh’.

 

Galaxy Truckers is a deceptively smart yet utterly bonkers tile placement game in which every player must build their own beautiful, sparkly spaceship from a range of components. Once built, you’ll experience a series of random encounters per round that will test how well you have planned and built your ship.

Easy, right?

Wrong.

The moral of this game is that you are, in fact, not very good at building spaceships. Yes, even if you try really, really hard. Even if you nick all of the components that another player wanted. At some point parts of your ship are going to be blown off, you’ll lose cargo and crew, and you’ll fail to sell any goods at the end of your ship’s whole eventful ordeal.

The game is played over three rounds, as encounters in each round become progressively more difficult. To account for this, you can build bigger and bigger ships1. The round begins with frantic ship-building. A pool of tiles is placed face-down in the centre of the table, ostensibly within easy reach for all players (but in practice it always feels like everyone else is closer to the good tiles). All players simultaneously pick tiles one at a time from the pool and place them on their boards as ship-parts.

DSC_0805This stage looks and feels a bit like a manic, grabby version of Carcasonne, except that it’s possible to return tiles to the pool if they won’t fit on your ship.

 

The aim is to build a ship that will fly out of miscellaneous bits and pieces, survive pirate attacks, and carry valuable space-goods to space-market2. Components must marry up with one another in order to have a legal ship that can actually fly (so as well as the tussle for good tiles, players are also simultaneously putting together a puzzle), and will need include several component types to be able to earn you some sweet, sweet money. Engines are pretty essential, without them you would endlessly drift through space. As are storage facilities. Lasers are also quite useful, as they can shoot down hostile space pirates and small asteroids which would otherwise damage your ship. Shields, similarly are helpful for asteroid protection and for when you bump into stuff. As well as these you can build quarters that provide you with crew, battery cells that fuel lasers, shields and engines, and alien habitation units x 3.

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All the tiles are useful, is what we’re saying. But in their own special ways, and only when strategically placed (a challenge, given the aforementioned building-panic). If you were, for example, to build a mighty ship replete with enormous weapons and powerful engines, it would not do you much good to place those engines behind the exhaust ports. That is how you get an exploding ship. Similarly, you want cargo holds to be hidden deep in the bowels of the ship, out of harm’s way.

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What a pretty ship.

The poor placement of tiles, though useless to that particular player, becomes the hilarious for everyone else.

DSC_0810 In the end you (perhaps unsurprisingly) end up with a ship that looks an awful lot like a 7-year old child’s desperate attempts to construct a flightworthy vessel out of macaroni, aluminium foil, and a cardboard box. But you are a noble, brave space trucker on a mission and on a deadline, so off you go. Galaxy Corp, Inc., your shady parent company, are not paying you to lollygag around. Any ‘illegal’ or unfinished bits of ship are assumed to fall off or burn up in take-off, so particularly unlucky or unwitting players may end up with just an engine, a laser, and some pipes. Others, like Chris, have played this game so many times with and without expansions4 that he can build an efficient spacecraft replete with 360 degree shield-coverage in his sleep.

‘Have you seen John’s ship?! It’s just a million batteries tied together with some string. There isn’t anything for the batteries to even power. There’s only one engine and its stuck on the front. John I can’t wait for you to meet our good friends the asteroids.’

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This ship has a great personality.

You might think that the mad ship-building is a game in itself, and you’d be right, but there is also the small matter of actually flying the damn thing. Bonuses are paid for a speedy delivery, but any *cough* merchandise you pick up en route is yours to profit from. A particularly good-looking ship will also win prizes, but that’s probably not something you would want to bank on, given the gamut of asteroid fields, pirates, and slavers standing between you and your destination.

 

 

Of course, if you happen to lose any tiles from your ship on the way, you are technically losing company merchandise, and will unfortunately have to pay for it. This may result in bankruptcy, starvation, and, ultimately, death. A suitably miserable game after all!

But, as ever, the real space bad-ass is board games.

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Five Tribes: Migration the media can get behind

Pairs well with: Any old cocktail so long as it has an umbrella in it. You’ll be needing that shade.
Brutus rating: 2/10 for picking the meeple the other person wanted GODDAMNYOU

Aren’t you guys lucky – this week we have a super exciting time-lapse of our game of Five Tribes thanks to our lovely friend Pete! Enjoy and keep on reading.

Have you ever wanted to own your own camel herd? A golden palace? How about controlling all-powerful djinn for your mischievous bidding?

It may sound like it’s taken straight out of a Disney film, but trust us, Five Tribes has all of the hallmarks of a great fantasy board game.

Five Tribes first grabbed our attention back in Essen Spiel, 2015. Brightly coloured and beautifully charismatic it was no surprise that Days of Wonder were pushing it to as many people as possible. Fortunately for Days of Wonder, the Misery Farmers were in fact drawn to the camels.

‘Holy shit it has camels. Like, a lot of camels. At least four camels. Guys, stop, we’re playing this. We need to see if it can compare to Camel Cup…’

The game is set in the mythical land of N’quala, where the design and artwork of the game leave little to the imagination. The aim of  is to use the five different tribes – the varying coloured meeple who are randomly allocated across the board – to control the kingdom. In short you’ll need to collect the most money (which double up as victory points), where you may dictate, sat atop your pile of cash.

Confusingly, that means that Five Tribes is NOT for five people. Five meeple, not five people. Cast away that spare friend and get them to be in charge of snacks.

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Now, let’s get back to those tribes. A round kicks off with some jostling about turn order which relies on a bidding mechanic. After this, each player selects one square of randomly coloured meeple, each of which have a different profession, and therefore have a different action associated with them. Blues are builders, they gather you money based on the surrounding tiles. Reds are assassins, they allow you to kill lone and undefended meeple. Whites are elders, they summon djinn who may grant you extra actions. Etc, etc.

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Wait! So the five different tribes are each a different colour? And any meeple of the same colour has the same profession?

Yep. N’quala is definitely not a place of very cleverly distributed jobs. No idea what you do if you want to build something and you’re not the builder tribe, for example. Pff. And what, when your hair starts to go grey do you go and leave your family to join the elders tribe? I mean I know a few badass old people but as a rule they must suck pretty hard at most things, like manual labour.

DSC_0782.JPGHowever it normally works, they’re all gathered together and mixed up at the moment. Probably for the best.

The key to this game is looking very, very intently at which squares to begin and end your turn with. Choose which action you want to achieve carefully before moving anything.

‘Right, that’s my turn… hmm… no… I’ve done this wrong, can I try again? Does anyone remember which order of different colour meeple I put where? Did I pick up 4 or 5 to begin with? Oh God, which tile did I start with, they all look so similar…’

^^Literally, fuck you. Don’t be that asshole.

To be fair, it’s a little unintuitive before you get used to it. You pick up all of the meeples from one tile and then spread them around one at a time on each tile as you move in any non-diagonal direction you like. You have to end on a tile with at least one meeple of the colour you’re about to put on it, and then you pick both of those up to keep or put away. That’s probably how the game has been described by our friends both as “reverse-worker-placement” and “the tidying-away game”.

The number of meeple you pick up on your last tile dictates just how much of that action you can do. For example, picking up three reds allows you to kill a piece up to three squares away. Not entirely sure how that one works, perhaps their morale allows them to travel faster if they’re egging each other on.

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As well as taking actions through meeple, each board square has a symbol on the bottom left hand corner that provides you with an additional action, should you choose to use it. This allows some great combo-moves (obviously depending on your foresight and ability to count small wooden folk).

DSC_0777.JPGAnd so, each player picks up and redistributes meeple throughout the game, using their skills to generate victory points. Briony is particularly good at a strategy relying on market traders: it’s always satisfying to generate enough points in a single track to beat everyone else and their diversity tactics. She annoyingly does this with the science track in 7 Wonders and is rarely, if ever, beaten.

What about the camels, I hear you cry! You’ve been shouting it at us from the moment we stopped mentioning them. Well! If you pick up the very last meeple of ANY colour in a square, thus leaving empty, you are allowed to park a camel of your colour on it (which is worth a certain amount of victory points at the end of the game)*.

Yup. You know when we said that you’re not the tribes? Turns out you’re the camels. The better you make use of the human tribes to your own advantage and the better spots, goods, djinns, and many other things you end up for yourself, the closer it’ll bring you to victory.

Particular tiles have a palace or palm tree symbol also. This means that if any action occurs on this tile a palace/palm will be added. Whoever controls the tile with their camel** at the end of the game scores 3 points for each palm tree, 5 points for each palace.

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Scoring at the end is a complicated affair, since there are a lot of different and interesting criteria to judge who the best bunch of camels are. But the game comes with an adorable picture sheet to help you tally up with. It’s all good.

As all truly great, repayable board games Five Tribes can be played with many strategies. A full game takes around 45 minutes to play, which means that you can try new ideas, refine old ones, and base your tactics off of the other players. It has that element to it where you’re desperate to try a new tactic before you’ve even finished the game you’re playing. You can even play it many times in one night if you like camels that much***.

The real winner, as ever, is board games. And camels. Camels and board games.

*’What do you mean that’s all the camels do in this game? Where is the excitement, the drama?’

‘I don’t know, maybe they’re the retired camels from Camel Cup?’

‘Hmm. Fair enough. That’ll do camel, that’ll do.’

**Strategic camel placing is a great strategy for this game. It is now commonly referred to as the ‘parking your camel’s butts’ method.

***Definitely not us, nope. No. No camels here…

Opening event: Board in the City

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All pictures featured in this post are copyright to Board in the City

Our review this week is a little different from our regular posts. Instead of being a game, event or tournament review we instead wanted to share some hype (and probably information? I guess we should include some information) for the new board game café/pub that has opened up in our very own city of Southampton.

Here is some hype. Enjoy the hype. Hype.

There had been rumours for a long while that someone, anyone, would eventually start up a board game café in the city. Among the board gaming community, it had become something of a prophecy: when the time was right someone with the time, and the funds, and a love of games would rise up and provide us all with comfy seats, snacks, and rows upon rows of games. And low fun times were had*.

Fortunately, the time is now and the place is Board in the City. You can find them on the map here.

Unlike the other board game café’s we knew about in other cities, for example the Thirsty Meeple in Oxford, Board in the City offers some extra pub facilities**. It also offers a range of hot and cold food to go alongside that, perfect for those like Briony, who continually felt the need to be eating a head-sized giant cheese covered pretzel while playing games at Essen Spiel 2015. Only better, because you wouldn’t have to walk through several packed halls to locate and retrieve one.

20321_657697387698363_9165735674812569710_nAs we understand it Board in the City has a large collection of games that will gradually be increasing during the first couple of months of its opening. Their page has been publishing some pictures of this as it unfolds. Mmmm, more games, said every board gamer ever. Effectively, the lure to go and play will heighten over time, so basically there is no excuse not to go and check it out.

Although we only managed to catch a glimpse of the décor on the opening night we can safely say that there is some great promise. We really enjoyed the feature wall: this is where several well known games were selected, with similar games branching out in a tree diagram suggesting ideas of what to play next. The idea is to help folks look for games based on similar themes and increasing difficulty or length.

Despite finding it awesome it sparked a long and intense debate about how it could be improved, and what games should be included and the criteria for selecting them to go on the wall. After all, there are a butt-load of games out there, guys. But, as the venue will have to deal with gamers much like ourselves, we figured we’d at least give them one night before leaping into the ‘I think you should change X to Y because I have an opinion and I think it is right’ discussion.

12795435_756616284473139_6169465504884956120_nExcitingly the venue will be running some special events of their own. But how can they possibly make board gaming with your friends, in comfort, while supporting the community more fun you ask? Well, firstly by running a huge murder mystery game during the opening evening, involving the entire audience which was followed up with some delightful live music by our very own Grant Sharkey.

The events will keep on coming too, having recently held a Steam Punk party on the premises.

Ultimately, if you’re in and around Southampton go and check it out. If you live further afield then you should make sure that if you’re ever passing through the city it’s worth stopping off for an hour to sit and have a pint, and play a lovely relaxing game of Twilight Imperium before resuming your journey.

 

Here at the Misery Farm we are looking forward to showing you some more of what they have to offer, and to begin writing some of our reviews from within their walls based on some games we’ve never gotten our hands on before***.

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* For a few months before selling her soul to do a PhD Briony had even considered opening and running one with her angry punk boyfriend as a backup career. The lesser of two evils? Who knows, you PhD students can debate that.

**What with being based in a renovated pub…

***Ideally this is going to be the first of such reviews. Briony caught sight of it on the opening night and thought to herself ‘you know what would be funny? Three drunken, angry feminists playing this game. Better convince Bob and Lizzy!’

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Easter Special: Travelling Games for Travelling People

Here at the Misery Farm we are big fans of Big Games. Euro-games that take a bajillion hours and a Masters in applied Logic to wrap your head around. Twilight Imperium, Caylus and Agricola are what we’re about. The only party game we allow is Codenames – casual fripperies like Obama Llama and CAH get cast aside like last week’s empty wine bottles.

Nonetheless we admit that sometimes games that take less than an hour are not only desirable, but necessary. Imagine being in a wine bar with your best friends during those awkward minutes in between sitting down and the first arrival of a round of rich Malbecs to your table. Nothing to soften the acute agony of interaction and no lead-in to broach the latest gossip. Horror. For times like this we have casual games. Stick them in your handbag and never be bored on a train again. Give them a permanent home in your backpack and no flight delay need hold fear again. Wherever you are, you bring the party.

Note: Some fiddly bits included. The Misery Farm cannot be held responsible for lost pieces on rickety train journeys.

Hive

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Hive is a two-player tile placement game much in the same style as chess. Each player controls a range of either black or white tiles with different bugs printed onto them. Each bug has a special movement ability, again much like chess. Because of this similarity it makes Hive a good game to play with kids and adults of all ages. The aim of the game is to surround your opponent’s queen bee with tiles*. The game has many varying tactics such as blocking your opponent’s bugs with your own tiles, using their tiles to surround their own bee, or simply pinning tiles down using a beetle. Once placed you can still move any of your tiles around so long as they are freely able to move, and in moving them they do not break the hive mind, i.e. the tile doesn’t connect other tiles to the hive. Similarly to chess games of hive will keep your brain engaged and constantly testing new strategies on your opponent**. The more you play the better you will become until your ragtag army of unyielding and undying insects can take over the world friends willing to play you.

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Dobble

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Dobble is a very fast-paced card placement game which has more than 7 ways of playing. The deck is made up of circular cards with a selection images printed onto them. On every single card features one image that will match with any other card in the deck. All of the games are centred on the idea that you need to find the one matching image between one card and another which can become infuriating and impossible under pressure***. There is no player limit for the game which instantly makes it a party classic especially when combined with shouting, laughing and intense time pressure. The sheer simplicity of the cards is enough to enthral any scientists among you into working out algorithms and new games, and for everyone else to simply become better at identifying objects under pressure. There should probably be a noise warning on the tin however, as you will definitely find your whole party sometimes shouting incoherent nonsense. This makes it a great game to play with kids, as not only is it simple but children spend a lot of their time shouting incoherent nonsense anyway.

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Exhibit 1. All fun, all of the time.

Bananagrams

banana1Bananagrams is probably a game a lot of people have seen while Christmas shopping as it’s sold in a lot of stores that don’t even specialise in games. Usually when we see a game like this we instantly assume it’s terrible – Monopoly and Trivial Pursuit notoriously belong to this same category and have hurt us in the past. Rather amazingly Bananagrams is actually fun. It’s a game very similar to Scrabble where players are given a set number of tiles (usually 21 but depending on number of players) and must make connecting words with them. Unlike Scrabble there is no point scoring system, and instead to win the game you must get rid of all of the tiles in the central pool first. You do this by using all of your hand tiles and then shouting ‘PEEL!’**** Each player will then take an extra tile from the pool and continue trying to form words. For the player who shouted this means that you now have only one letter to get rid of, and fortunately the game allows breaking up and reforming words. The game pitches your intellectual Scrabble ability against that of time pressure and the abilities of the other players. This can be a bit distressing when you think you’re doing really well but it turns out you’ve only been laying two and three letter words, whereas your friend opposite has practically written a novel*****.

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Losing all ability to form words has never been more fun!

 

*In the animal kingdom this would probably mean ripping the bee limb from limb and taking over the colony in cold blood, but we’ll leave that part to the nature documentaries.

**Incidentally there is an online version of the game available through Steam. In this you can play against varying levels of difficulty against the computer, play online, and also pass and play. It also has excellent music.

***At the Misery Farm we found that certain people***** were ‘blind’ to particular items regardless of how many times they came up. The game sizes the items differently on each card to throw you off even more, but still, item blindness continued.

***We strongly encourage you to try this in a number of different voices and accents. Bonus points for knowing ‘peel’ in another language.

****The joke is on them though – ‘Fuck your five syllable words, it’s all about peeling the most. I can peel better than all of you! FEEL THE PEEL!’

***** It was Bob. Bob still can’t tell colours and shapes apart. Five year olds would have a great time playing against her.

Star Wars the Card Game: Luke, use the phase!

Pairs well with: Blue Milk and Rhuvian Fizz, according to Wookiepedia.

Traitor rating: 10/10. This game is straight up you and your opponent ruining each other’s lives and dreams through the medium of small printed cards.

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Briony has recently been involved in a pub quiz. It wasn’t any old pub quiz though, it was the University of Southampton’s Rock and Metal society pub quiz. Having been a member for the full five years of her University life she knew exactly why most people would be caught off guard and end up with a score of -27. Rocksoc pub quizzes have very sporadic rounds which can be worth different values of points, either for getting the right answer or for getting it monumentally wrong. The questions follow no logical sequence and often feature dubious rounds, for instance the ‘decipher the name of the metal band from the logo’ or ‘recognise the fewest pop artists’, which confuse a lot of folk. It is a proud traditional that has certainly gotten out of hand over the years, making regular pub quizzes look like a basic pre-school maths test.

This year however, there was a welcome edition of Star Wars trivia. Despite having a team who were 75% blind drunk and regularly absent during and between rounds, Briony’s team managed a cool 9/10* in this segment. This was in fact the best score they got for the entire quiz and later prompted the old** Star Wars card game to be played over the following weekend.

DSC_0561.JPGStar Wars: The Card Game is a two-player deck building game. It is set loosely during the height of the Empire’s control in a way that allows the different card affiliations to have beef with one and all of the others at the same time. Although not plot-specific, the decks will feature characters, places and events that occur during the novels, films and general Star Wars universe.

It’s almost like we’re in control of our own Star Wars adventure, guys! … Guys?

 

The game comes with four pre-made decks: the Sith, Imperial Navy, Rebel Alliance, and the Jedi. Each deck will feature cards with affiliations from their respective force sides. There are affiliations in total (but some cards may be neutral or without an affiliation). These are: the Sith, Imperial Navy, Rebel Alliance, the Jedi, Scum and Villainy, and Smugglers and Spies.

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Obviously there are now several million expansions and other decks to pad out these beginning few, but the game works excellently just with these basic four. Mmmm, tasty vanilla decks. One player will play the light side of the force which may use either the Rebel Alliance or Jedi decks, which are formed of cards from the Rebel Alliance, Jedi and Smugglers and Spies affiliations. The other will play the dark side using either the Imperial Navy or Sith decks, which are composed of cards from the Imperial Navy, Sith, and Scum and Villainy affiliations.

Now, because this is a card game there is going to be a lot more cards. Like, a lot. Unit, enhancement, event and fates cards will be included in your deck and enable you to do some other stuff other than playing Chewie to entertain the moral of your troops. But why would we want to do anything other than that, you ask?

DSC_0558Units cards, like Chewie, are used for attacking and defending in engagements and may also contribute to balancing the force (don’t worry, we’ll come back this like Han Solo comes back to bars). Enhancement cards do what they say on the tin – play the card to do or get a better thing, or to improve existing cards. Event cards are sudden effects which are played directly from the hand instead of having to be placed in the play area first. They usually cost resources or cancel effects of other cards. Finally, fate cards are similar to event cards but usually have more powerful effects. You can only play these during a certain phase, and when used correctly can be a game-changer***.

During the setup of the game you will firstly, and rather obviously, be excited by seeing your favourite characters being played****. Secondly, usually later on in the game after staring at your cards for so friggin’ long in a vain attempt to make some sort of plan, you’ll be excited by how awesome the artwork is.

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Look at that rulebook art. LOOK AT IT.

 

DSC_0557During setup you’ll also pick and layout three objectives. These are what the game is really all about: each player will be trying destroy their opponent’s objective cards. A light side victory requires the destruction of three objective cards (even though more may be played throughout the game). A dark side victory occurs if the death star dial advances to 12. This is a dinky little clock which will advance once per turn, and twice if at the beginning of the turn the dark side of the force is more powerful.

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My job is to annihilate, but while looking cute.

A player’s turn has many phases. In the rule book this is listed as 8 or so phases, with very specific things you can do within them. Sometimes you can only even take part in a phase if it is your turn, for example. When in doubt it’s safe to assume that you’ve just progressed to a phase you have utterly forgotten about. At the beginning of turns there is a re-fresh phase (removing old tokens), draw phase (drawing cards into the hand), and deployment phase (play cards from the hand into the play area for the cost of the card). After these there is a conflict phase.

Pew! Pew, pew!

The attacking player (the player’s whose turn it is) can choose to use cards in their play area to attack. Their opponent can choose to defend with cards in their own play area, or not to commit at all. Defending results in deadly exploding space battles with lots of fire and casualties and screaming and an epic soundtrack*****.

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If you manage to kill, damage, or immobilise all of the defenders you can take a stab at the objective cards. More powerful objective cards can only take a few damage tokens before they are destroyed, whereas weaker ones may be able to take more. Deal some damage to the cards, and then your little rag-tag army will fly all the way back home to your own play area.

DSC_0559The force struggle phase happens at the end of each turn, in which players commit cards to the force. Whoever has the most committed points to the force means that for that round, the force will be changed to their side. Committing cards to this however means being unable to use them in the later stages of the round.

 

AND THEN IT ALL HAPPENS AGAIN. Until one of you wins, or you get so wound up at all of your cool cards being killed off that you give up and set up a nice game of Tobago instead. This regularly happens to Bob who finds the stress of the game too much to bear, which always ends with her throwing the remnants of her deck in Robot Boyfriend’s face.

If there is one thing that Briony has learnt from this game it’s that she is not qualified to single-handedly bring peace to the universe through military might. This makes her a little bit sad as someone who plays a lot of turn-based strategy games, but also a little bit glad that she won’t ever have to apply for the job ‘resource manager of the Empire’, because boy does that look like a stressful job utterly void of job security.

DSC_0571.JPGIn conclusion the game is very well thought out and balanced. The art, and range of characters and cards are excellent. It is a constant struggle from beginning to end, but once you get better at it it feels like you have the might of the Empire emanating from your very being. Unfortunately, like similar deck-building games such as Magic the Gathering, it’s going to take a while for you to get really good, kid, and until then you’ll need to be prepared to loose a lot. But it’s ok, even the best Jedi loose sometimes.

 

 

*They still argue that the last question was in fact correct, and they should have gotten full marks. Scruffy looking nerf herders… *mutter, mutter*

** It’s actually a fairly recent release of much older games. Everyone loves having a whole range of games from the same universe, right? Fortunately it is much better than the original.

***A phrase that gives most board-gamers an apprehensive feeling. You can just feel the traitor scale edging up already.

**** Shouting ‘Yoda! I call upon you to defend my honour!’, or ‘Jabba the Hut – I CHOOSE YOU!’ never gets old.

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*****It definitely only ends with you counting up some numbers and maybe giving them a couple of damage tokens. Actually killing a card is pretty exciting. And by killing I mean taking a small piece of coloured card off of the board and back into the discard pile.

 

 

Event Review: Global Game Jam 2016

Pairs well with: Stress and energy drinks.
Brutus scale: 0/10 – it’s all down to your own planning, kids.

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Courtesy of GlobalGameJam.org

This week The Misery Farmers are excited to tell you our experiences with the Global Game Jam 2016. Well, Briony is, because she was the only one of the three musketeers to actually have the time to take part this year (curse you, academia *mutter, grumble, mutter*). Despite this we are fairly confident that she, at least, has thoroughly flown the board game flag at this international event.

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Team Misery is GO!

Global Game Jam is the biggest game jam in the world, where individuals, groups and companies from around the globe are challenged to make a video (or other) game in just 48 hours. Their website likes to think of it as ‘a hackathon focused on game development’. The game must be playable to others by the end of the event, and must be loosely tied to a theme. The theme for 2016 was ‘ritual’. Teams may be of any size (including being on your lonesome), and roles are not constrained. You can have musicians to create music, artists to draw up some designs, hard-core programmers who write the gritty stuff… And Briony to be hungover and eat flapjacks.

Luckily for Briony, she had a partner in flapjack crime, Chris*, to help share the load.

Game Jam has many regional venues where people can take part**. Fortunately, the University of Southampton, where all of The Misery Farmers are current PhD drones researchers, is one of them. This really takes the hassle out of the ‘international’ nature of a global event.

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The event kicks off on Friday evening with a series of introductory talks and meetings with the people you’re going to be trapped in a lab with for the entire weekend. For our event this included a well prepared organisers’ talk about what to expect (stress), and what to aim for (less stress?). Good job Southampton organisers.

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Boss Alien’s advice – ‘remember to shower’

Following this there was a talk from professional video game designers Boss Alien, who have a strong track record of taking part in the GJJ. They provided us with insider knowledge based on previous experience in other jams. Finally, the video produced by the organisers of event themselves showed a series of talks from game designers around the world showcasing the work that they had produced. At the end of this video the theme was announced.

The rest of the evening was spent networking with fellow jammers to get an idea of teams.  What ideas would people have? What sort of media did they want to make? How succinctly could they explain their ideas? At the end of this people should ideally form some groups, and have a loose idea on what they wanted to do. Briony was keen to assemble a crack team who would be very good and also not notice when she occasionally took a cheeky nap. A tough ask.

Briony and Chris (Briss?) had decided that they wanted to make a board game. Stage one complete. But what about? They brainstormed some ‘ritual’ ideas… and concluded that, both being children of academia, it was a totally ridiculous and depressing area to be in. Is that what they meant by ritual? Let’s say yes. Well then, stage two complete. Ace.***

Now, to decide how they wanted the game to play.

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Paper-calypse

2 hours later they’d come up with a basic first draft of the game, in a glorious multi-layered white paper format, which we’ll have you know was definitely meant to represent the white-paper format of academic treatises and not the lack of other materials.

The concept was to complete ‘project cards’ which were worth varying victory points at the end of the game. The cards ranged from rubbish conference papers, to journal papers, research bids, and the all-powerful thesis (that’s where the fantasy element comes in. We all know that theses are the most worthless academic document of all). Each player would begin with a starting job role which had different starting resources. At four points throughout the game, each player would be forced to pick up an event card, which described an undesirable situation based on real academic life. With a little bit of artistic licence, obviously, since an accurate depiction of your supervisor giving you a withering look and asking what exactly the point of your research is would ruin the light-hearted spirit of play. (What are we doing with our lives?!) You would have to complete your event cards** before being able to move on and complete further project cards.

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Strategic pins replace lack of meeple

The resources of the game are collectable through worker placement on four dials****. Briony and Chris (and the rest of team Misery) had figured that deciding what the resources should be in the first place may actually be the hardest part of the game designing process. In fact, it turned out to be the quickest decision that they made all weekend.

‘What do all postgrads, lecturers, fellows and professors run on?’

‘Uh… Coffee. Postgrad labour for marking and demonstrating. Grant money or funding. Annnnd…’

‘ – Sleep! Sleep is the premium resource in this game. Done.’

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It almost looks like a game if you squint…

And so the second draft of the game came about, complete with spinning ‘cogs’*****. Now was the perfect time to try a play test, especially after much of the advice we had previously been given was to play your game at the soonest possible point in time. The idea was then to refine what you had for the rest of the weekend.

The first play test started off slowly, as Briss had deliberately left some spaces blank in order to add to as the game went on. Throughout the game they were able to discuss with the other players and themselves to get a better idea of the different strategies people may use. Based on that they could scribble on the paper draft copy of the game, and amend things as they went.

Academia: The Game going a hell of a lot better than Academia: The Reality. No tears, no existential crises, no waiting three months for your supervisor to email you back before you can move on to your next task. Bam!

DSC_0384After much tweaking, the first play test actually went well! They came out with a better functioning game (would’ve sucked if it had just got worse) and so they were able to turn their attention to the graphics and other features that needed work. By the end of Saturday evening they had a range of fully written and themed cards ready for use, and had worked out what they wanted the board to end up looking like.

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Chris’ beautiful cards

Sadly, Briony had other commitments on Sunday but our faithful friend Chris ploughed on diligently. He refined more graphics, and did yet more tweaking. By the end of the weekend Team Misery had an OK magnificent game to be proud of, and have plans in the near future to fully finish off the game. Stay tuned, board gaming world, you may yet play our very own creation.

The game jam itself was a pretty rad excellent experience. We learnt a hell of a lot about planning and timing. We also really began to appreciate the sheer amount of effort that goes into every single detail and decision of a board game.

Seriously, board game designers, you guys are doing an amazing job and we sure do appreciate it.

The real winner of the day was gaming itself.

If you’d like to see any of the video games that were produced, you can find them on the Global Game Jam site.

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SotonGameJam2016 organisers being proud of their orgnaising (sourced from @sotongamejam)

 

* Not to be confused with Friendly Robot Boyfriend Chris.

** And in a lot of cases actually stay at the venue for the full 48 hours.

*** Some examples of our event cards are listed below:

‘Your University decides to ‘reward’ you by asking you to be the one responsible for a new course. After realising that literally nobody else in the department wants anything to do with it, you decide the only way to move forward is to blackmail your colleagues with photos from the last Christmas party. Lose two sleep resource tokens as you move around at night, intimidating your peers.’
‘Your most recent peer reviewed paper has made reviewer number two so angry he has transmorphed into a manticore. He is now pillaging the local villages, showing no sign of stopping his killing spree. It is your responsibility to intervene with reviewer two and calm him down. Sadly, your calming words have no effect and you are forced to distract him with some students. Sacrifice two student labour resources.’
‘Your superior finally succumbs to the pressure of overseeing a thousand projects at once. Once the ambulance leaves, you suddenly realise it is your responsibility to take over their job. Lose all your coffee, and call an ambulance for yourself.’
‘The co-author you were writing a killer paper with has mysteriously gone missing. You can’t seem to contact her through messenger pigeons, and her students haven’t seen her in weeks. Bravely, you decide to search the nearby settlements for any trace. After trekking through forest you stumble upon a dank and intimidating cave. You see remnants of clothing strewn about, and a large amount of blood. Your fears are confirmed when you find a severed arm, still grasping the draft paper. She didn’t even manage to finish writing the abstract, the MOOSE. Loose one sleep resource from the horrors you have seen.’
'Some poor fool has asked you how your research is going. Try not to cry. Pay two of any resource.’

*** Lizzy had, in fact, had a conversation with someone about a week beforehand about the possibility of an academic board game. She’d interpreted as some kind of horror-theme, and maintains that the game should have basically ended up a lot more similar to Arkham or Eldritch Horror.

**** Much in the style of Tzolk’in.

***** These were just paper with a pin poked through them, with some blue tack added to the pointy end. Sadly the game jam didn’t have any card available for the creation of board games, but we can forgive them.

 

Spirits of the Rice Paddy: May the rains be ever in your favour

Pairs well with: Sake, or another spirit derived from rice.
Brutus scale: 4/10 for the dickery-to-other-players scale

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Sometimes rather than jostling for attention with a review of a big-name high-flying board game it’s nice to settle in with something which might have been criminally overlooked. Something clever, attractive, and strategic. Spirits of the Rice Paddy is such a game.

Briony bought it in anger during Essen Spiel 2015. She had queued up for an hour for the chance to buy one of the last three copies of a game of Burano, and had walked away empty handed. Instead of saving the large amount of money she would have splurged on Burano, she instead decided to angrily stomp around the convention halls looking for the prettiest box. Rounding a corner, she encountered Spirits of the Rice Paddy and fell in love with the art. She watched it being played for about 20 seconds before resolving ‘Fuck it, and fuck the board game gods. I’m taking a risk and buying whatever the hell it is’.

Fortunately, she does not regret that decision to this day.

Other people do, however. Pat, Briony’s angry punk boyfriend, finds this game particularly annoying and difficult. Everyone else isn’t really sure why this is the case, as rice isn’t the most challenging of crops to grow (it just needs a lot of water) and it really hits the spot when you’re hungry and want 1000 of something.*

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Spirits of the rice paddy is set in Bali, and you play the role of a rice farmer. You own a plot of land that may be sectioned off into paddies in order to grow your rice and earn some tasty, tasty victory points. Fear not though, brave rice farmer, for you will also have a hand of cards which represent certain Balinese gods which give you a little helping hand.

We assume these are real gods from the local culture, but we are too lazy to check and instead are more taken with imagining what powers we would have as Balinese gods –

‘I would totally be like this snake guy, but with legs. My power would be to give all of the snakes legs.’

‘So… a lizard?’

‘No.’

‘Well I would be better than your limbed serpent – I’d have the head of a dragon and the stomach of someone who really likes eating rice. That way I can judge which rice is the best and reward whoever grew it, while still maintaining my fearsome appearance.’

‘I’d still be myself, but, you know, I’d eat less carbs.’

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The game begins by dealing a hand of gods, selecting one, and passing them clockwise. You build up a hand of four cards, which you play in an order of your choosing once at the beginning of each round. Classic card-drafting stylee. The god’s power is in affect as soon as it is played, and the number in the top right hand corner then dictates the turn order. Gods with higher numbers go later, but have more powerful benefits. It turns out its very tricky to get the balance of numbers right as each number adds to the ones from each previous round, meaning that you can’t get away with playing one high card among three lower cards.

Each player has a board representing their own plot of land in which to grow rice. You can hire hard-working meeples to do jobs like plant and harvest rice, and to build walls to form paddies. You can buy livestock (oxen or ducks) to remove rocks and pests. Both of these guys are pretty important to build up functioning rice paddies.

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You begin the game with one small paddy – in order to be able to grow rice you will need land enclosed by walls, with an entrance gate, an exit gate, and the all-important water. Actions follow an order on the right of your board. At the beginning of this phase you allocate all of your meeples and livestock to the part of the chart you would like them to do. Then, when everyone is happy with allocation, all players go through each job step by step together.

The amount of water in a round is dictated by turning over a rain card. The water then collects behind the water gate of the player with the lowest-numbered gods. Only some actions may be completed without water in your paddies (for example, removing weeds). Then comes irrigation. The collected water flows through the first player’s paddy, and remaining water passes on to the next player.

At this point you begin to see why the number of your Gods is so important.

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Often the amount of water varies, and players can be left with half-filled paddies (which are useless), or even completely empty paddies (which are useless-er). Once you have managed to plant some rice in a watered paddy, there is no guarantee that pests or rocks can ruin that rice. Rain cards, more frequently in the later stages of the game, bring plagues or… just rocks. This means that if you have several paddies growing rice to be harvested next turn you’ll still have to drain the water, remove the pests, and then re-water before you can harvest well.

Over time we stumbled upon a good tip for rain card pests and rocks; the rain card sometimes allows you to allocate the pests and rocks yourselves. As long as you have a certain number somewhere in a paddy the rain gods are totes appeased. This means that if you leave a small paddy intentionally empty, you can allocate all of your nasty things there and it fucks with your strategy a little less.

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Once all of the jobs have been completed by all players the actions phase ends and the market phase commences. Amazingly, selling is uncompetitive (you stock your own market on the left of your board) which is fairly rare for these sorts of games. You can hire more labour and livestock for your majestic rice empire… *cough* which may currently more resemble a plague-ridden paddy of horrors and only produce only one bag of rice every two turns *cough*…

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During the beginning of turn five another deck of gods will appear. With divine intent. These gods are much more powerful than the starter pantheon, and can help you do much more – especially if you tailor your final stages strategy to their powers. There is one small twist however, as in the final stage of the game all rice you harvest and subsequently sell is worth practically DOUBLE however much it was previously worth (some of the best gods will allow you to add even more to that).

‘Move aside, lower carb-consumption god. I now have ‘wipe everyone out with my rice empire’ god. His name is Monsanto, and I have a lot of rice.’

Overall, the game is beautifully designed. The gods bring a nice setup to the beginning of each round, and boy do you learn fast that you either play low-ass numbers, or select gods which provide you with water themselves. The progression of the game is something we enjoyed as well, as it really gives the feel of time moving along in the mountains for the farmers (after years and years you learn to grow better, and gain more favour with the gods, and your children don’t starve). The only downside we found was that at the very beginning of the game, each player will be given a starting conditions card at random. Some of which seemed to be massively unbalanced – we had one person starting with 5 walls, and someone else starting with three walls, extra meeple, and a wad of rice. To combat this though we just took out the ridiculous cards and made it a little more even.**

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Aside from this, we are really looking forward to seeing what other games Philip duBarry produces, and strongly hope that there will be more cute pest pieces and pretty drawings.

*With apologies to Mitch Hedberg

**We assume that this is because the game is in rather early stages (there are still some grammar mistakes and inconsistencies in the rulebook).

Elk Fest: Hoof to Victory

Pairs well with: Beer sipped from a horn or antler. 
Traitor rating: 8/10 for stone-flicking treachery .

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We here at the Misery Farm are not sure whether Elk Fest counts as a board game. It has pieces, but no board. Players may follow a loose strategy, but there are only about 3 rules. Regardless of whether it is a board game or not, it’s immensely fun and it involves elk. That, as we’ve just decided, is what really matters.

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The elks have names.

Elk Fest is a popular game among our friends*, probably because it makes for a great partyDSC_0798 game, pub game or mad ‘friendly’ tournament**. The game is for two players and you each begin with a small wooden elk, an island, and three round grey stones.  The islands are placed a box-width away from one another with the colour-coded elk placed on top. The three stones are lined up alongside the island, primed and ready for some moving. The aim of the game is to flick the stones to create a path for your elk which leads all the way to the other player’s island. Player number two is also trying to do this, and so you must concentrate and be accurate, while trying to ruin their strategy as much as possible.

DSC_0799In your turn you are allowed two flicks of any stone, as long as it does not have an elk on it. This is the real kicker because the three stones you begin with do not necessarily belong to you. If your opponent sees you trying to line up a great shot for the next turn, they are perfectly within their rights to flick the same stone over to their side, thus ruining your magical elk moment.  If you manage to set up some stones for your elk to jump across, then you pick up your elk, place them on the new stone and then remove your hand to prove that the elk is free-standing, and then continue. There is no limit to how many times you can move your elk in the turn (except the natural limit of how terrible you are at flicking stones into the right place). If you manage to knock any elk over by any means, then you must miss a go and the stone that you moved must be replaced back to where it was. Bad elk-master. We know you’ve already had a pint or two but stop nudging the damned table.

DSC_0801If you lift up your elk to move it to a stone, and it turns out that you are an idiot and didn’t judge the space correctly, your elk will fall helplessly into the water. Sploosh. Thus, you made yourself miss a go, presumably while your poor trusting elk scrambles back onto the rocks. Well done, and get better at judging distance next time.

The kinds of manoeuvres that you end up making are reminiscent of an old fashioned game of Jenga. But better, because it’s a race, and again because it features little wooden elk. There are some pretty tense moments when you’re hoping there’s going to be enough room on this stone for your elk, even though the other elky sod is already there, and that’s if you even reach it in the first place. Argh!

The game really is that simple. A few friends of ours argue that it’s actually an incredibly complex masterpiece, with strategies such as ‘always taking as many stones away from the other playing’, (being a knob) or only trying to hit your stones in a zig-zag pattern***. To which we say ‘That’s meta strategy, move your fucking elk please.’

When you’ve played a few times, you realise there are three stages to this game. The first is known as ‘the shaky start’. In this phase, neither player has quite got the hang of aiming or exerting enough pressure when flicking stones yet. Even if they’ve played before, perhaps that was about ten minutes ago and they’ve forgotten, or maybe they’ve had an extra beer. This results in a lot of stones pinging around in the first few turns, and usually a lot of swear words, or saying the phrase ‘I’ll do it better next time’.

DSC_0800The second stage is known as ‘the ardgy-bardgy bit in the middle’. This is where each player’s elks are passing one another in the middle, and moving basically anything becomes tense and difficult. Often there is a lot of stone sharing for both elk, and things are both tense and cosy.

Finally, the last stage is known as the ‘just don’t fuck it up’ phase. This is where a player is within a few stones of the island they are hoping to get to. It’s amazing how easy it is to completely forgot how to elk when this happens. It’s also amazing how easy it is for your opponent to keep nicking the stones that you really needed to use to help you crush them.

But, eventually, an elk is crowned victorious. And then you will play it again, and again. You can even play is in hard mode by changing the length of the elk, or taking out some stones.

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Hard mode.

You will probably play it until you start thinking of nothing but elk. For instance,

‘Why is called Elk Fest? Is it a festival of elk?’

‘That can’t be right because there are only two elk on the table. And even if there were more than two I happen to know that many elk are referred to as a ‘gang’.’

‘… How do you even know that?’

‘Because I know that they’re also called Wapati. And knowing more about elk than you means that I will crush you.’

DSC_0807This is a great example of one of those lighter games that shouldn’t be underestimated. If you need something to play on a trip out, or a day at the pub, you should definitely find somebody who owns this game. It’s simple, it’s portable, and it’s not full of cards that are going to get blown away if you’re in someone’s garden. Become the grand elk master, which apparently in elk society just means someone who can cross over to an island really well. Thanks Kosmos two player series, you have successfully reduced all boredom felt at parties.

As ever the real winner is board games, but elk are probably right up there too. You go, you smelly mammals.

Yeah, elk <3
Yeah, elk ❤

*So popular in fact that our friend Andy is the European champion at it three years running.

** Or at least Briony has spent a lot of time playing it at various events and trips to the pub after she bought a copy for her angry-punk boyfriend for his birthday a few weeks ago. He just can’t stop enjoying those elks.

***We are unconvinced about this tactic because it’s almost exclusively argued by people who just aren’t that good at aiming stones. A straight line forward to the other island is clearly what the pros are doing.

Liguria: Pimp my Cathedral

Pairs well with: Grog for your long sea voyage.
Traitor Rating: 2/10 daggers in the back.

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Board-gamers are a picky lot. Contrary to popular belief, when presented with a game which has a tonne of bright colours, a million pieces, and a theme along the lines of ‘the ultimate zombie werewolf death match apocalypse’, they do not get so excited they hyperventilate. What actually happens is that they take one look at the box and think ‘I’m not four’, ‘Please stop trying so hard’, or ‘for the love of God, pitching monsters against one another and using that many adjectives doesn’t make a game good, invest some of that energy into the actual game’.*

What a lot of people don’t understand is that board-gamers like dry, intricate and deeply boring themes. Euro-themes. Agriculture and shipping. Because that is what makes a really great game: enough theme to feel involved and immersed in a different environment, but enough structure and room for strategy to feel satisfying. An unfortunate by-product of this is that when we try and describe a very good game to someone else, it always winds up sounding like the most tedious thing in the universe.

‘Hey, have you played Paper Mills of Liechtenstein yet? No? You really should, it’s about working in a paper mill where you need to make sure the colour and consistency of the paper pulp is exactly right.’

Or,

‘Ermeghherdd I just played Sacrificial Canaries! I am totally the best at loading pieces of tin onto a cart and then getting a horse to pull it up the mine shaft. It only took three hours, it was amazing.’

Liguria falls into this category. It’s a game about paint samples and financial planning. You go travelling from port to port collecting different coloured paints, which you then bring back to your own port in order to paint your cathedral. But trust us guys, it’s a great game.

‘Have you realised that re-painting a cathedral in 16th century Italy would probably have the modern equivalent of Pimp my Cathedral… I would probably watch that.’

Each player represents a port, and has their own ship. During12268901_10156309277145085_1530353084_o_Fotor a turn tiles will be selected at random from a bag and placed in a line in the centre. The players then have the option of selecting how many of the tiles they want to pick. The fewer tiles you opt to pick up means the closer to the beginning of the turn order you will be when resolving actions, and so will be more likely to get a good pick.

The layout has a little port and boat in front of each player, and all of the players sitting in a little circle, connecting it up. This is actually a pretty damn nifty alternative to the usual method of, you know, just sharing a board. You get to sail your little boat around your little circle of friends and it means you can be pretty flexible with table-space. More importantly, it means you can have fun pretending to be a bit of a child and sailing your boat along the table and making noises.

“CHOO CHOO!”
“That’s not a boat noise, Lizzy.”
“You can’t tell me what to do!”

The boats also have that really pleasant double-cardboard kind of makeup, where you can fit little cubes neatly inside them. What’s not to love?

CHOO CHOO
CHOO CHOO

The tiles have a number of different icons: buildings, churches, daggers, paint contracts, scrolls, collection bags and helms. Most of the tiles you build in your town (your board) and provide you with a range of benefits: buildings provide victory points, helms provide an extra movement to your ship etc.

The idea is to build up a good range of tiles which help you to get the most paint. You will only receive victory points for paint if you have a tile asking for certain types. It’s all about the paint, man.

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‘I don’t understand it, there are only three types of paint colour in this game but I’ve still managed to collect only blues and can’t fulfil any of my paint contracts. What is this? Why am I so bad at paint?’

‘Our ports must have some serious artists living in them because I’m pretty sure even Michelangelo couldn’t paint a cathedral with only three primary colours and make it look like a 3 year old child hasn’t gotten carried away with some marker pens’

dsc_0418_FotorAfter the tile selection phase there is a card phase. Each turn, three cards are laid out which will have a number at the top, and an action below. In most cases the action will be something similar to ‘three boat movements’ or an anchor which allows the boat to stop and start. The number at the top of the card is important because you’ll be adding all of these at the end of the game. Some are negative, some are positive, and if at the end of the game you end up with a total that is negative you will immediately lose a whole bunch of victory points. It’s kinda brutal.

Sure does teach you how to manage your finances in real life better though.

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The final stage of a turn is where players may move their boats and pick up paint. There are several islands scattered between the ports and these offer temping treats such as extra paint and victory points. Once you dock at another player’s port you collect as much paint as your boat allows and then sail back to drop it off at your own. Unlike other shipping games like Puerto Rico and Le Havre your boat can stay out as long as it wants instead of having to return in the same turn. This gives the game more of an authentic feel sailing from place to place in a long sea voyage that eventually results in returning home with a butt-load of paint.

Conspiring to win
Conspiring to win

The turn begins again by drawing and laying the tiles. The game ends when the tiles run out. Simple. Go and paint your cathedral, kids.

Another thing worth mentioning is some different strategies – in this game it is not, in fact, actually all about the paint. This is fortunate because a lot of our friends are Warhammer 40K-obsessed nerds who could bring more paint to the table than you’d need to cover a fleet of cathedrals – we wouldn’t stand a chance.

Scrolls, for example, add an interesting diplomacy twist: when a player docks at another’s port they may place a scroll tile on any track of that player’s board. That means at the end of the game the player who owns the scrolls gets 2 victory points per tile in that track.

I'm here to steal all of your hard earned points. Thanks bye.
I’m here to steal all of your hard earned points. Thanks bye.

Briony has basically mastered this game, and instead of collecting paint she simply swans about collecting scrolls then sails from port to port being incredibly diplomatic and partaking in everyone else’s victory points at the end of the game.

Lizzy, on the other hand, wiped the cathedral floor with everyone in the first game just by getting highly into the building-points game. Ka-pow!

We haven’t met anyone who hasn’t liked this game. It was actually the first game we played at Essen, chosen only because as everyone streams into the hall for the first time there is a manic rush to sit at the nearest game and play it. We thought that Queen Games would provide us with some good reliable fun, and it did! Liguria was just suitably close to the door and we got to experience paint like never before. Excellent work all round.

Un-pimped cathedral
Un-pimped cathedral

The fact that the game is pretty relaxing and not stressful at all is another thing it has in its favour compared to other similar games.** Ship some paint, have a nice time. Shh, shh, just don’t think about having a load of cards with negative numbers, you’ve still got time to sort that out.

At the end of the day, or indeed your long sea voyage, you can take comfort in the fact that however badly your game has gone your cathedral will get painted and the citizens of your town will be all the happier for it.

*This is such a persistent problem that sometimes we’ll see a game and be so put off by the theme that we won’t give it a solid chance. The Possession is basically Evil Dead in game form and at first appears to rely heavily on gumpf like zombies and girls who look like they belong in The Ring, but is actually a solid, well-balanced game with some unique features and clever mechanics.

** Bob’s friendly robot boyfriend found it incredibly stressful, but then he is terrible at financial planning.

7 Wonders Duel: WONDERing whether to play?

Pairs well with: Coffee and aspirin.

Brutus scale: 8/10. This is because it’s a two player game that pitches you against an opponent. As with 7 Wonders, someone may be more placid or war-y than the average.

Sunday morning has been a rather slow start for Briony. She and her punk boyfriend Pat were screamingly hungover after celebrating Gord’s (from team Misery during Essen) birthday the night before. Logically they decided that now was probably the most opportune moment to re-play through the games Briony had bought at Essen*. It had to be done. Enough time had elapsed since returning to forget what board gaming was like at a convention**, and be able to put the new purchases into a living room setting. A living room now filled with blankets, coffee, painkillers, cheese toasties, and the occasional ‘Oh god my head, why is it so fucking bright?’ became the domain of Call of Chthulu’s lesser known Ancient one: The seething mass of fleece blankets whose singular goal was to play some games.

The seething fleece mass: Evade roll (-1). If approached without coffee loose 2 sanity.
The seething fleece mass: Evade roll (-1). If approached without coffee loose 2 sanity.

The first game of the morning was 7 Wonders: Duel***. This was the first game that Briony bought during Essen. In fact she bought it probably about 23 minutes after the gates first opened. In hindsight she was utterly right, and around 66% of team Misery also ended up buying the game before the end of the convention. Bob, it should be said, is not included in this number. Bob thought it was a bit unnecessary and not particularly rewarding. She’s generally considered to be wrong, though. Shush Bob!

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7 Wonders: Duel is simply a two player version of 7 Wonders. It does what it says on the tin. The game is so good is because it actually looked at some feedback from 7 Wonders, such as ‘how the fuck does one score science without an app’, and actually addressed the problems. Consequently there is now a ‘research system’ in place for science, which means that if a player builds two science cards with the same symbol at the top they unlock a piece of research, i.e. picking a token. Tokens have a whole range of perks that span from straight up victory points, to making your wonders significantly cheaper to construct. Obtaining all 6 different symbols of the science cards straight up wins the game there and then, meaning that no other points are counted at the end. This gives science an edge that it previously didn’t have in 7 Wonders, even though it was a useful mechanic for generating a tonne of points at the end of the game.

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‘This is the third research token you’ve got… are you researching how to be an asshole opponent?’

‘My major is how to be a dick, minoring in winning this game. You should turn up to class more often. Burrrrrrn.’

DSC_0496Moreover on the topic of addressing the weaknesses of 7 Wonders there is now no longer a war at the end of each era. Instead, there is a war meter which rises or falls when a player plays a military card. The meter is split into several stages which rack up victory points for the player pushing it up and negative consequences for the opponent. In a similar way to science, military domination now has the ability to straight up win the game if the marker is pushed to the end of your opponent’s side of the meter.

DSC_0493The special Essen edition of this game came with a pewter war meter marker which Briony lost while wandering around the convention centre in a haze of excitement. Fortunately the lovely people at Repos Games gave her another free of charge without even correcting her terrible broken German.

As the game is now two player the trading mechanic has had to change a little bit. Instead of being able to pay adjacent players for their resources, you instead pay the bank (which stocks everything apparently). If your opponent already has the resource you need you must pay the bank even more to be able to use that resource. It’s sort of reminiscent of the current European banking crisis. It turns out that the banker’s ridiculous money bonuses may have roots in hoarding all of the brown resource cards…

The final big change that Duel has compared to vanilla 7 Wonders is that each player has the ability to build up to four wonders each. Four whole wonders! That’s a lot of wonders. In reality most civilisations thought ‘eh, that’s probably enough wonder’ after one or two, but in this game you don’t have to let reality hold back your dreams.

The answer is always 'more wonders'.
The answer is always ‘more wonders’.

The great thing about this is you get to choose which wonders you’d like the opportunity to build at the very beginning of the game. Obviously you select in turn order so that one player doesn’t get all of the wonders they really want, but does offer a lot more flexibility from the original selection of races/civilisations in 7 Wonders. In addition to the pewter war marker, the special edition version of Duel from Essen also came with an extra playable card: the Messe****. The modern building has been painted as if it were 100BC making it a lovely addition to the selection.

As ever all of the artwork is stunning – this is one of the best things about 7 Wonders, and we’re all exceptionally happy that they decided to continue with it. Team Misery played a couple of drawing games while in Essen*****, and it’s safe to say that we absolutely could not be trusted to design anything as lovely as the 7 Wonders and Duel artwork.

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Finally, there are three eras to the game, as in 7 Wonders. Each era has a different card layout where each player takes turns in selecting unlocked (face up) cards. Once a card is taken it may unlock a card underneath it and it is turned face up. This brings some new Brutus mechanics to the game where you could discard something in your turn that you know your opponent wants or needs. Pat inflicted this on Briony several times during their Sunday morning play-through as she came close to winning with science twice. Briony preferred to imagine this as a disappointing part of history where the feared and trade-incompetent Pat the Lesser was forced to burn all of the books in the empire.

DSC_0498If you liked 7 Wonders then give this game a go. It’s extremely close to the original game, sticking to all of the bits that you know and love, while being much faster to play. It irons out the (admittedly minor) kinks from the original game, and brings some subtle but novel expansion to the theme and mechanics. Even Briony and Pat, hungover and annoyed at being dicked over by one another, still really enjoyed the second play-through.

*And sneakily on Amazon while in Essen. Always compare prices.

**Hot, sweaty, and always in a rush to find the next game.

*** Yes, we know Shut Up and Sit Down JUST reviewed this. They’re always one step ahead of us, the sneaky bastards. What can we say, they have a much higher budget. http://www.shutupandsitdown.com/blog/post/review-7-wonders-duel/

****This is the name of the convention centre that Essen Spiel is held in.

*****We highly recommend ‘A Fake Artist Goes to New York’, winner of the Misery Farm’s distinguished ‘Why the hell did anyone pay £20 for what is essentially a pad of paper and some tiny pens…. Oh wait that’s why, this is hilarious’ award 2015. Play it in the pub.