Misery Farm on the Road: Essen Spiel 2015 Day 4 Field Report

Exhaustion looms, but we’re still truckin’. On the final day of Essen Spiel 2015 we offer some final play-throughs and insights, including our considerations for Children’s Game of the Year.

Bob starts the day late, and hungry. The sheer number of games she and Chris have purchased has completely overwhelmed even her giant suitcase and they’ve had to rope in the aid of Friends With Cars to help lug twenty-something board games back to England. Additionally, Saturday night sushi had been completely de-railed when the previously-awesome all-you-can-eat sushi place failed epically in its mission to, you know, serve sushi to hungry gamers*. Deeply disappointing stuff. It took a generous liver-sausage roll and slice of pleasingly stodgy cake to fortify her for the day’s first mission: get Naïade to sign stuff, take a selfie, and draw us a picture.

CRBpZnvWUAATBfD

Mission success, though with many a concerned look. Naïade  is very French, and as such does not understand enthusiasm.

Day 4, game 1: A Study in Emerald
Sanity or victory points.. sanity or victory points..
Sanity or victory points.. sanity or victory points..

First actual game of the day was the second edition of A Study in Emerald. The game is based on Neil Gaiman’s cult short story of the same name, which is set in an alternate Lovecraftian nineteenth century in which the royal family have been replaced by Great Old Ones. Sherlock Holmes is there, along with a number of figures from history and fiction. In the game, you play (secretly) as either a Loyalist, faithful to the ‘royal family’, or a Restorationist commie intent on bringing down Britannia as we know and love her. The board is divided into locations which allow certain actions with varying ease, as well as a draw pile of cards. It’s effectively worker placement combined with deck-drawing mechanics, to reasonably solid effect.

DSC_0438Bob liked it, Briony didn’t. It may be that Bob really wanted to like it as she’d bought it on day one and it had sold out, but equally it’s possible that Briony hated it due to being hungry combined with a shockingly poor game demonstrator explaining the rules**. Certainly it’s simpler than the ‘glorified beta test’ original, and much cheaper and cleaner to boot!

Team Misery divided, and wanting everyone to know about it.
Team Misery, divided and wanting everyone to know about it.
day 4, Game 2: M.U.L.E.

Next, Bob and Lizzy tackled M.U.L.E., the boardgame based on the 1983 Commodore 64(?) game. It is absolutely charming. It starts off as a farming/resource management game set on an unexplored planet called Irata, where all you have for company is a robot-mule worker and your fellow explorers. Then suddenly there’s a capitalist market-trading mechanic and a magic money-generating Wampus and a mystical mine of purple crystals which change value in each game round. The board is busy but in a very Stonemaier-Games way in that all the initially-confusing symbols are actually there to clarify any potential misunderstandings and remind you of available actions. The winner is the Bob with the most space gold, while the loser is the Lizzy who has forgotten what their plan was to maximise their resources.

After that economic thrill ride any form of grown-up game seemed an impossible task. Our brains were just too full to absorb any further information such as ‘rules’ or ‘strategy’ or ‘tasks’, so we took refuge in Push-a-Monster, the award-nominated children’s game of monster-crowding. It’s very simple: try to fit your monster on an already-crowded monster platform, without knocking any monsters off the platform. If you knock a monster off, it gets hurt and has to go to monster hospital, so everyone else gets a point. Best of all is the lack of numbered scoring. No one needs that shit. Instead the monster-points are different sizes so the player with the longest string of monster-points wins. The illustrations are adorable to boot; one of the monsters makes exactly the face that Bob’s robot boyfriend makes when he wants to not be part of the Misery Farm.

10505414_10152401408286161_9040811379626614324_n (1)
Stop. Including. Me.

Two refreshing, addictive little games later and we were ready for more. Not before stopping by the HABALINK stand though, where we found a strong best kid’s game contender in Treasure of the Thirteen Islands. In this tactical children’s game, you explore treasure islands by navigating with your finger, then attempting to follow the route blindfold on a grooved board. If your little airship falls into a groove, you get stuck! If you find treasure, you win! It’s adorable and at least one person bought it.

day 4, game 3: Cash and Guns

Somehow we next managed to grab an eight-person table for Cash n Guns, which was promoting its fresh expansion, a special-edition Cthulhu character with a tommy-gun, and foam Uzi machine guns. The expansion was rapidly scorned as unnecessary, as Cash n Guns is perfectly fun without any extraneous bullshit, and plenty of shoosty fun followed.

Meanwhile, Bob secured a game of ‘Acquire Giant Sausage’, which she promptly then lost by dropping half of it on a surprised passer-by. Strong work, Bob.

CQ9NwHVWwAAxSr7
Pictured: Large sausage.
Day 4, Game 4: Architect
The road to victory. Deed-filled victory.
The road to victory. Deed-filled victory.

Briony and co., after being fairly disappointed by the experience of A Study in Emerald went and found a solid worker placement game. Architect fully ticks all of the boxes of worker placement, gasping drought, and being an intricately themed board game. Awesome. In this game you represent a travelling band of folk with different and useful jobs forming a caravan. The caravan travels around small villages and towns in a miscellaneous medieval European region, with a castle located in the centre. The band of travellers must fit the requirements of the specific village/town to be able to build or repair buildings generating prestige points.

Prestige points must be generated to go up each level of the victory track, which will eventually allow a player to win the ultimate prestige from the castle and win a contract. Or something. Honestly we needed a little more coffee to follow the broken English rules, but the game was fun regardless.

DSC_0450There are a nice number of mechanics in this game – the most unique of which is the ‘worker star’. Workers which you buy have different careers which are denominated by the numbers around the corner. After using them to build something you twist the worker around, showing a different number. Throughout a worker’s career their numbers go down, sometimes plummeting to zero if they’re going through stuff, maybe their wife left them or something.

The actions you are able to fulfil are dictated by the worker star also. But in the end, this game is about generating enough build points to get the castle’s favour. Fortunately the whole team was in agreement that this game was fun, quick, and exactly what we needed at that time during the day.

DSC_0445

day 4, game 5: Elysium

So this was the final game of Essen. Sad times. A band of team Misery longingly searched the halls looking for an empty table where they were able to play a game on their ‘to play’ list, and much to their delight found a free table for Elysium.

DSC_0453

The game is card based, and is heavily focused upon mythology. For anyone who likes 7 Wonders, boy is this your game. Half of the table was excited about its similarity, while the other half was excited because of its twist and difference from 7 Wonders. It ticks both boxes. In fact it won an award at Essen this year (and yet only two gaming tables! Why, Essen, why?!). Instead of representing a nation (as in 7 Wonders), you are a demi-god striving to generate enough myths about yourself to advance to becoming a full God. You have two areas where you may play cards: the mortal realm, and the immortal realm.

DSC_0451Each game plays with 5 gods, and there are 8 in total in the box so there’s variation, replayability and excitement! Your humble misery farmers/demi-gods played with Zeus (a classic), Aphesites (god of metal and hammers, stuff), Athena (owls, wisdom and the Hogwarts postal system), Ares (WAR hurr!) and Dickseidon (aka Poseidon but for serious, this guy is a dick and all his cards are dicks and the illustrations on his cards are dicks and his dick-in-ear scale is measured in kilotonnes).

The game plays out over 5 turns split into 3 phases. First is the ‘Agora’ (or ‘marketplace’. Yeah this game has got its Greek down, yo). This was helped by Lukacs, our excellent and friendly game demonstrator (helpful as we cannot read German rules). After that you move some cards into their immortal realms where their effects disappear but become sets (either by colour or number) and lastly the usual maintenance.

Screw your mortal resources, we need only pillars.
Screw your mortal resources, we need only pillars.

The cards have different coloured symbols relating to 4 actual, physical, coloured columns that each player has on their board. To take a card from the ‘Agora’ a player must have the relevant coloured column. Each card has effects, as you would expect – some of these affect only the player while others affect the player and the others players (not as good, obvi) You can also destroy whole coloured columns with barely an evil laugh. Dickseidon’s cards on the other hand usually do not affect the player but dick over other players (such as losing gold, victory points, discarding cards etc). This game is highly recommended, especially for anyone who likes 7 wonders, mythology and Dickseidon.

Rounding up the day

Finally we retired to a nearby hotel lounge, where our easily-bored but deeply punk friend Pat had secured a few big tables and crates of beer. Codenames, Potion Explosion, and Microfilms*** were all brought out and played to great enjoyment. Codenames remains an instant classic while Potion Explosion is shameless fun, and not just because Lizzy is hilariously bad at it. Microfilms needs… a more thorough explanation than we received. A cousin of [redacted], it relies heavily on keeping your cards secret, so if you don’t understand it you can’t ask what your cards mean. It has potential as a quick three-person game though, and our version comes with highly-professional art!

This weekend (FOUR DAYS IS NOT A WEEKEND -ed.) has been beyond intense, but extremely fun. Really we need to add ‘get enough sleep’ to our survival tips, but somehow between the beer, boardgames, and bratwurst that seems to be impossible. Besides, who needs that stuff when you’ve played upwards of 20 different games in four days? Especially when you’ve been playing with friends as good as ours.

We’d like to extend our thanks to the friends who came with us and made this trip as mad and brilliant as it was: Pat, Chris, Martin, Emma, Sina, Dave, Sam, Charlie, Gord, Mac, and The Reading Boardgames Social guys.** Final thanks to all the wonderful game creators, illustrators, vendors and demonstrators who work so hard and put up with the manic excitement of nerds like us. We’ll see you next year.

*Red Sun sushi, you guys make some delicious food but dear god expecting us to wait an hour for each of five courses is insane. We’re sorry we had to sic Bob and her mediocre German on you, making a complaint was physically painful to our English sensibilities.

** She also strongly dislikes deck building games due to unfortunate circumstances in her earlier years. It’s amazing how difficult it is to like a game again after you’ve cursed it to Hades for a truly terrible experience.

***On a side note, Microfilm has a character that looks hella like Briony. Is she really a Misery Farmer, or is she really the American spy?

Spy-Bri
Spy-Bri

Misery Farm on the Road: Essen Spiel 2015 Day 2 First Reports

Essen Spiel still pairs well with German beer. Who knew. We’ll keep you updated tomorrow.

A summary of Briony's first day.
A summary of Briony’s first day.

Following on from yesterday’s report this post will bring you some coverage of the games played on day two. Each of the Misery Farmer’s have been frankly all over the place today, and a wide range of games have been played, enjoyed and pondered. Briony however has had an excellent day full of fried potato spiral’s and mega-complex games that she is just itching to talk about.

The first game Briony played was actually Liguria on recommendation from Lizzy and others the day before. It turns out painstakingly painting your home city’s Cathedral by travelling from port to port, although seems boring, is actually great. She promptly bought the game and would like to assure all readers that it definitely more fun than it sounds.

Stay off my island, guy.
Stay off my island, guy.

Day 2, Game 1: Sheriff of Nottingham

In traditional Essen fashioned they played this game because.. well because it was the only table available in the nearby vicinity. Fortunately for the team the game turned out to be a rather fun game about deception and calling your fellow players out.

This is definitely what a medieval crack den would look like.
This is definitely what a medieval crack den would look like.

Each person plays a character based in medieval England, overseen by the gruesome Sheriff of Nottingham. A player is dealt a hand of cards which may be green legal goods (apples, chicken, bread, boring things), or red illegal cards (which are not as illegal as they seem. Apparently medieval England really disliked pepper and silk). Each turn a player will select a number of good to put in their ‘swag bag’ which they intend to travel with. The player must declare what is in the bag to the Sheriff, with the intent of getting as many cards through his checks as possible.

The sheriff decides based on your declaration whether he believes you or not, and may challenge to look in your bag. If you lied you can bribe him, but he may decide to take or ignore it. The aim of the game is to lie. Lie all the time, and then tell the truth to backfire on the Sheriff. If the sheriff is wrong about your lie, he must pay you in compensation, if you get away with it you rack up the monies.

The moral of the story is that Sina is terrible at identifying lies, and lost on the most spectacular hands (5 whole apples!).

Worst. Sheriff. Ever.
Worst. Sheriff. Ever.

Day 2, game 2: Andromeda

‘It’s sci-fi themed and it has a free table. We are going here.’

DSC_0358Andromeda, predictably, was strongly generically alien themed. This much was obvious from 50 meters away due to the life-sized plastic alien model, but fortunately for the game it played better than the stall get-up indicated. Each player owns a race of aliens and must explore an ancient abandoned spaceship found floating in the galaxy. The ship has several compartments which must be explored.

Who knew massive dice dependency could be a good thing.
Who knew massive dice dependency could be a good thing.

The main mechanic is rolling a handful of dice with different tasks represented. Interestingly, re-rolls weren’t allowed, and the first player ‘made up’ selections of dice to offer the other players in turn. They could choose to accept them, or to pass them on. If the hand of dice was significantly bad and every player passed, the first player who made it automatically has to accept it. This made making particular hands an intriguing mechanic.

Day 2, game 3: Potion Explosion

So far, this game has been the busiest to approach. All of Essen want’s to play this, and their stock has more or less run out at the end of day two. Luckily two members of the Misery Farm cohort and partners have already bought this, and as Briony is currently writing this a game is being played in the background.

DSC_0419Potion explosion is basically a physical version of bejewelled, played with marbles. Each player has a potion with multiple colour requirements, and they have to select marbles of those colours from the centre magical trough. Once you fill the potion with the correct marbles you can use it’s effects i.e. take two specific marbles, steal another players stock etc. If, when you pull a colour out it causes two colours of the same colour to roll together (know as the ‘explosion’ part), you get to take those marbles too. The idea is to select a marble that gets you the most in your hand to create more potions.

Its fun, fast paced, and colour based. A perfect game to play between epic saga games or simply if you like marbles. Either or, really. The person with the most completed potion’s worth the most points wins.

If only all magic was this easy.
If only all magic was this easy.

Day 2, game 4: Burano

So many things.
So many things.

This is single handedly one of the most complex board games ever conceived. Team Briony and co. only played 1/4 of the game due to the waiting list being fully booked, and it still partly made their brains melt. The combination of mechanics and strategies are extensive, and are coupled with new mechanics that they had not encountered before such as the resource pyramid (where only certain resources are available at certain times).

The game is based on the island of Burano, in Venice. There is a city in the centre island that has coloured houses (in reality these are the most satisfying coloured cubes ever seen). You each play a family who must fish, make lace (as was the tradition at the time.. mainly for the ladies.. stupid history..), and build more houses on the island. Once enough houses are built players may build roofs to connect houses, making spaces above them to become available.

That’s right kids, it’s a 3D build em up worker placement game. It’s as rare and magical as unicorn to find a fully functioning, beautifully designed one of these, which most importantly actually works.

DSC_0427

Despite the complexity the game is awesome. It’s definitely for the experienced gamer, and there is more or less no way to have a good first season due to the how much the player needs to know to kick things off. In fact it’s complex enough not to go into much detail about it, but fear not, Briony is probably going to sell all of her worldly goods to acquire this game and then write about it in the future.

DSC_0429

Smallworld: small world, big dickery.

Pairs well with: A fair-well shot every time someone you love kills your brethren.

Brutus scale: 9/10 daggers in the back. It’s like the Ides of March out there.

Image source http://ecx.images-amazon.com/images/I/51e0scvztbL._SX300_.jpg
Image source http://ecx.images-amazon.com/images/I/51e0scvztbL._SX300_.jpg

Smallworld is played on a mythical map where different and diverse races work towards annihilating one another. This seems morbidly like our own sad world (bar the absence of victory points) but actually it’s rather cheery. During the game a number of races are randomly selected through the art of shuffling, with random characteristic pairings. Each player will start off with selecting a race: it is your job to pick the best combination of race and characteristic, smallworld1both of which supply you with some kind of delicious special abilities (more points here, easier stuff to do there, deathless and invasive ghouls… you know the drill). This means you shouldn’t pick Dwarves and then blame the game for having weak racial balance (you know who you are, gamers!) as it very much depends on the race/characteristic combination. Each race then sweeps onto the board starting at the edges, and generally takes over territories, killing anything in its path.

The killing floor is set.
The killing floor is set.

Although this game appears to have a massively high Brutus Scale rating bestowed for the ability and even encouragement it gives the players to try to ruin each other’s games, strategies, and lives, it is in fact still great fun. Super-awesome slaughter-themed fun. In fact, there is not really any easy way to play the game without cheerily stabbing your closest friends in the back on your campaign to achieve more victory points than everyone else. Once each player has a race on the board it is nigh-on impossible to sit in a little corner and avoid any conflict. Furthermore, the drive to kill is even exacerbated by some races and some characteristics. For instance, Skeletons gain another unit each round for every unit that they have killed. Remember what we said about picking the best combo? Skeletons paired with the characteristic ‘berserk’ or something similar (more berserk = more death to the enemies) means that your race can more or less act as the apocalypse.

DSC_0063During a turn you place your race units (sometimes called tokens) over regions you wish to hold – the more regions you hold at the end of your turn the more victory points you generate. This balance fluctuates depending how many units are killed, where you move, and how many races you are currently controlling. A player may only have one ‘active’ race. What does that even mean you ask? You’re allowed one extremely fit race which darts around the board like a sleek and well-oiled warrior, and one obese one, which stays where you left it like a sad sack of low-scoring potatoes. In times of peril you may sacrifice the obese guys because they’re slower and delicious.

Wouldn’t that be interesting? But no, sorry, we were lying. Your ‘active’ race actually means one that is currently in the height of its reign! Moving, conquering, presumably producing great works of art and literature. (None of this is featured in the game, we’ll just assume they all have hobbies and jobs as well. A turn is an entire year, you know!)

DSC_0055

Like a few others that we’ve reviewed recently, Small World is a great ‘gateway’ game, and it played such a role for Lizzy and Briony many years ago. One of the main things that really stands out to a new board gamer is the complete and utter lack of loyalty that you have to your own damn races. There you are, learning the rules and picturing the scenes that will unfold: you picture yourself welcoming a race of optimistic and bright-eyed creatures into your embrace and send them off on their journey, to occupy lands and build a legacy that will truly stand the test of time. Their victories will be your victories, their losses will be your losses, and together you will see the game through to the end.

Nope!

Mid-killing smirk.
Mid-killing smirk.

As soon as your race looks like it’s peaked, has spread itself as far as you’re willing or able to take it, or even that it’s just occupied enough land that you don’t want to have to worry about it anymore, then you effectively abandon it and move on. You put the race into ‘decline’. If you decline your race then in your next turn you can pick a new race and characteristic combination (for god’s sake pick the best one. No, put the Elves down. Try again). Your declined race stays on the board for now, which means they still generate victory points at the end of your turn, but aren’t able to defend themselves or move any more, which essentially makes them Skeleton fodder.

At first, sending your own race into decline is a pretty difficult thing to bring yourself to do. Not just because you have a soft spot for those adorable Flying Tritons, but because it feels like you’re royally screwing yourself over, points-wise. Going into decline is the only thing you can do on that turn, which means you may not end up with many territories to get points from since you’re not able to grab anywhere new. Even worse, most of the special characteristics that your race is paired with will tend to go away as soon as that race goes into decline, including any delicious bonus points that you were getting.

Anti Lizzy-manouvre potion.
Anti Lizzy-manouvre potion.

As such, a lot of the game becomes a lesson in investing in your own future. Sacrificing points now in favour of more points in the future? Madness! It’s also, as above, about picking some really good race / trait combinations to match your goals. But, possibly the most important of all, the game is about trickery and deceit. Another aspect of the game that really stands out to the newbie is the fact that after victory points are given out they all immediately become secret. This is really important in a game of Small World not just to create a bit of suspense at the end but for tactics during the entire game. You need to make a really big deal about how few points you’re getting, how bad your turns have been, and how really, really, important it is that everyone joins together to attack the person who you say is winning. Because you don’t just want to be gaining victory points, you want to be taking them from whoever’s doing the best. And you don’t just want to be spreading across the map, you want to be doing so while still tricking everyone into thinking that you’re no competition and should be left alone. This is what is termed in Smallworld and other games as ‘the Lizzy manoeuvre.’ Briony’s tactics on the other hand tend to be ‘take the thing with the most units, use all of the units, get a lot of points, repeat’. For this manoeuvre the Amazons are excellent, but still scantily-clad.

After so many rounds* the game ends, and the person with the most victory points wins. Simple, honest fun, without the honesty. It’s fast paced, full of dramatic changes, and gets you riled up over a fantasy world. To keep the game ever more interesting Days of Wonder have brought out 734 expansions for the original game** as well as the Smallworld2 app which smoothly transports the game to phone and tablet and passes many a boring train or bus journey whether solo or with friends. One of the good things about the expansions is they’re not utter bollocks, which is a trap a lot of great games fall into. In fact, a lot of the expansions are generated by fan-based designs and ideas for new races and characteristics, meaning that the board game geeks get a say in what the game should include.

Days of Wonder never responded to our suggestions however. Probably because it was a giant llama with laser eyes that became angry at the sight of tangerines instead of an attractive breasty ice-witch. WE LIKE WHAT WE LIKE DAMMIT.

*It varies depending on the number of players.

**In reality it’s about 6. But boy does it feel like 734 when you have so many race tiles and not enough room to store them.

T’zolkin: Indiana Jones and the Kingdom of Plastic Cogs

Brutus rating: 7/10

Pairs well with: Sacrificial human blood, but failing that a Bloody Mary.

Such headdress.
Such headdress.

The first thing Briony, or indeed anyone, learns about the game T’zolkin is that they don’t know how to pronounce it. T-olkin? Solkin? That Mayan game? So let’s go ahead and confirm that the correct pronunciation is in fact Z-olkin or tsol-kin. Oh the English language, you and your silent t’s are so amusing and whimsical. Furthermore we should probably confirm that the significance of the name lies in the fact that it represents a particular Mayan calendar and literally means ‘to divide days’.

The kingdom of cogs.
The kingdom of cogs

The game board itself is made up of a series of connected cogs that are all linked to a big-ass central cog. At the end of each turn the central cog is turned once, and thus pulls each connected smaller cog around once also. The central cog represents a calendar year, with each linked cog representing a place or building – these feature a series of resources and/or actions a player may select. Your first few run-throughs of the game will almost certainly begin in the same ‘holy-fuck-the-cogs-look-epic, that-is-some-beautiful-engineering-right-there, I’ve-never-seen-a-board-game-do-this, it’s-so-well-themed (wipe away tear), why-did-I-never-have-an-appreciation-for-Mayan-cogs-before?’ way.*

Then, fairly swiftly, the wonder is followed by: Oh mother of god I can’t use these fucking things. Why did I never had an appreciation for forward planning before?

But don’t worry kids, you’ll get the hang of it. In fact the game has been designed in a way that suggests that they knew that people would often inadvertently try to ruin their own game. This means that there is very little negative scoring, and the cogs have some extra spaces at the end of their cycle which allows players to have a little more time to try and salvage their strategy. Similarly there is always an empty place to put a worker (yes, it’s a classic worker placement game) thanks to the four player limit. We noticed that compared to other resource collection games it really makes you feel like you have options, which sure is nice when someone else has just done what you had been planning for the past 7 turns.

Despite this it gets a fairly high Brutus rating as often someone selects the free cog position you really wanted, making you go somewhere else instead and naturally giving them the ol’ squinty evil-eyes. You also tend you lose track of when you need to take your workers off cogs and in what specific order, making your poor planning frustrating.

The makings of a corn empire
The makings of a corn empire

Pro tip about the game: So you probably saw the middle 15minutes of a documentary once, talking about the Mayans and corn, or swords, or the Spanish or something. You seem to remember something about sacrifice? Fortunately, the game doesn’t require actual historical knowledge **. In fact the game is one of those rare grey non-judgemental areas where players can say the stupidest assumptions ‘because they heard it somewhere once’. This will inevitably lead to consulting the interweb machine, and your merry band of gamers will be all the wiser for it.

‘I saw somewhere that the Mayans invented the recorder to help herd llamas, as they dislike the slightly hollow sound’

‘Oh really, Andy. I call bullshit. To the Google!’

Be patient, Mayan chaps..
Be patient, Mayan chaps..

DSC_0182Carrying on, in a player’s turn they have the option to either place workers on the board, or to remove them. You can place or remove as many as you like in your turn. The workers are placed on grooves on a cog of your choice at the lowest possible space (usually the beginning tooth), and the idea is to slowly let your little Mayan chaps rotate around the cog until they reach the action or resource of your choice. This means that the game is hugely reliant on your ability to know how many turns it will be until you can take your worker off to achieve the action you want, and to extend that to all of your workers across the board on different cogs. We imagine this is loosely what it’s like to have a fleet of children and being expected to know where they are, what dietary requirements they have, and what they’re doing at all times. Respect to you parents out there, we find it difficult enough to simply identify which wooden piece is our own on a medium sized board of wooden pieces.

cartman

The sheer availability of strategies and combinations in this game is another reason that the team enjoyed it so much. Each cog, as well as representing a building/area, also has themed resources. This means that if the cog for the collection of corn and wood is mostly full you can turn to different cog for the same resources. In addition to the cogs there are also favour tracks, much in the same design as Caylus or Agricola. By moving up these you can get bonuses in different fields. These include taking extra corn on the corn/wood cog, getting extra resources from the resource cog, getting building bonuses if you build anything, going up temple tracks, and obtaining crystal skulls.

DSC_0190Crystal skulls are the no-fuss-victory-points option of the game. Only there is actually a lot of fuss in obtaining them. They’re a resource that is fairly difficult to get hold of seen as there is only one cog position that offers it aside from gaining them on the favours track. Despite that, there is an entire cog dedicated to the use of them. You can only use this cog if you have an elusive skull, and the longer you leave your Mayan chap on there, the more victory points and extra resources he can get you. When you take him off he has to leave a skull on his place on the cog. This means that eventually the cog fills up with skulls and no-one can use it to get more points.

DSC_0203

Several gaming buddies have so far pointed out that this is like that Indiana Jones film, you know, the fourth one that was all about the skulls. To them we loudly and clearly say, with our fingers in our ears, ‘La la la la la, you must be crazy, there are only three Indiana Jones films.’

DSC_0198

Moving swiftly on there is also a temple track to gain favour with the gods. Briony is currently very aware that she complained about the sheer number of components in Terra Mystica and is now very much praising T’zolkin despite it seemingly having a similar number of components. She still believes that T’zolkin offers a smoother interaction between all of its mechanisms, and therefore a better ability to combine various activities which still isn’t the case in Terra Mystica. She’s willing to admit that maybe she was a little hard on the game, but maintains that T’zolkin is still better. Maybe she just really likes taking part in the over-farming and human sacrificial culture of the Mayan’s, who knows.

DSC_0187

Finally, there are four marked teeth on the central cog. Each time these come along two things happen: Firstly each player must feed their workers two corn each in order to keep them alive, and secondly you obtain victory points and/or resources depending on how far up the temple tracks you are. This is pretty neat because it makes the presence of the temple tracks something more than a mechanism that only serves to boost your points right at the end of the game, and makes it worthwhile to use throughout. The only qualm we have with it is that the resource icon for gold looks suspiciously like a chicken nugget. We’re onto your cultural heritage Mayans, feeding a civilization with 24-piece boxes of chicken nuggets and then blaming the corn when everyone died. Very sneaky of you.

This also makes the building prices rather amusing: ‘4 chicken nuggets and some stone to build this yellow building… hmmm’

In conclusion we enjoy this game rather a lot. Great theme, great mechanics, an awful lot of corn. The uniqueness of the cogs really adds to the game, and the layout and versatility of the different parts mean that there are infinite and transferable strategies available at any one time. Briony strongly believes in maxing out all of the corn, and then using the yellow cog to build everything out of corn and corn alone while everyone else fights over some overrated shiny skulls.

DSC_0185

*Of course, we have seen similar cogs before. Or, to be more precise, similar wheels. Hello there, Glass Road!

** Bob, Briony and Lizzy pride themselves on knowing the colour of Edward Longshank’s socks on the 14th of August, 1247 – the point is we are history nerds. Well, nerds in general.

Misery Farming on the Road goes to Reading to play Legacy: Let Them Eat Cake!

Pairs well with: Tiny fancy glasses of sherry or enormous ones of brandy
Brutus rating: 2 tiny daggers in the back out of 10

6D-35-177 6D-35-176

Our international readers may not be aware, but it is currently an even 3,000 degrees Celsius in England (that’s 98269.6 degrees Fahrenheit for the Yanks). We Brits are utterly unprepared for this. We have no air conditioning, no clothes made of white linen, no enormous straw hats. Your friendly misery farmers are particularly miserable – Briony once got sunburnt in Scotland, while it was raining, and Bob is not much better off.

IMG_0906
Pictured: Stuff

We’ve wanted to review Legacy: The Testament of Duke de Crecy for ages, but had only played it once and with very mixed results. There are few experiences in the world more draining than learning to play a game as you’re playing it by simultaneously reading and explaining the rules, as Bob rapidly discovered. This approach is particularly ill-advised for Legacy, as it’s one of those games which, while reasonably straightforward to play, has an awful lot of stuff on the table. Each player has a board and counters, as well as approximately 568 cards all of which need to be placed face-up and visible for various reasons. And then of course there’s a central board with even more stuff all around it. You need a big table to play this, is what we’re telling you. But you do get to make some nice little family trees out of cards so it balances out.6D-35-181

Apart from anything else, everybody keeps getting distracted by the charmingly-rendered but deeply politically-incorrect artwork. There are 83 unique miniature portraits in Legacy, and presumably in order to stave off death by boredom in addition to severe carpal tunnel the artist (Mateusz Bielski) went for a heavily caricaturised style.

‘Cor, look at the tits on her!’

6D-35-212‘Nevermind the boobs, have you noticed what the moneylender looks like!?’

‘I’m sure his nose is just a coincidence.’

‘Um, alright then, what’s your excuse for the Moroccan then?’

‘Uh… well he has a nice moustache at least!’

IMG_0902
Babbies in arranged marriages

Additionally, the game introduces itself with a beautifully-calligraphied but long letter. Bob should not have tried to read it out loud. Generic gaming buddy Andy questioned whether Anna Karenina (the novel, not the person) had accidentally been snuck in. Briony came close to giving up entirely but stuck around with a superhuman effort of patience for the sake of the farm, sustained by some wine. Part of our reticence was probably due to a mismatch in interests. Your misery farming friends are in their twenties and have expensive cardboard hobbies, intense relationships with gin, and demanding careers. The aim of Legacy is to marry and have lots and lots of babies. This is something that we just don’t quite understand. In fact it was down-right amusing watching ourselves as young adults failing to be young adults set in a different time period: in the end we were grateful to be living in the 21st century.

Essentially it works like this: You play as the head of an aristocratic family desperate to achieve wealth, fame, and honour. You have a secret patron who will reward you with all of these things if you fulfil certain objectives such as contributing to the arts or having tons and tons of babies. There are two kinds of resources in the game; gold and friends. It’s all very French. You can increase the amount of money you have by doing things like begging for cash from your friends or investing in business ventures, and you gain friends by doing things like going to balls and socialising. You can also do things like buy titles, contribute the community (obviously by wasting money on a giant feast, because French aristocrat), or buy a mansion. The main way that you increase your income, gain friends, and earn prestige (which translates to honour – the ultimate victory point of the nobility) is, however, to get married and have babies. Lots and lots o’ babies, as these are actually a resource that earns you victory points per round.

6D-35-243 6D-35-242

The game is played in three phases (‘generations’). In each generation you can marry your characters to friends, and then sprog. Sprogging happens immediately upon marriage and it’s IMG_077650/50 whether it’ll be a boy or a girl. There is also a risk of morbid ‘complications’ arising, during which you must choose who survives – mother or child. You may also visit a fertility doctor to have multiple babies (but you will lose friends in high society to do so) or pay money to choose the gender of the baby. You see, gender is important. It can cost a lot to marry off your daughters, while strapping sons can land themselves a wealthy wife and bring status to the family. Finding the ‘right’ sort of friends to wed can be a challenge as well though – it’s no good marrying off your most beautiful daughter to Paul the pig farmer, despite his impressive fertility.

6D-35-319 6D-35-303

Additionally, friends and relatives interact in different ways. Some of this is due to the secret objective of your patron, who may want your family to be full of artisans or scientists. Some of it is due to the unique characteristics of the friends and family members. Great-uncle Tufty the King’s fifth cousin may bring a lot of cash with him, but he can’t have any children and he’s Prussian, which means that no self-respecting Moroccan or Spaniard will join the family. Your sixth daughter may have wide hips and a charming smile but oh dick-balls there are no good male (yes, it’s a heteronormative game) friends for her to marry so we’re all fucked now.

IMG_0775At the end of each generation the children grow up, arranged marriages finally come to pass, and more babies are born. The table rapidly becomes full of family trees represented by cards, which is satisfying to see and a cool mechanic but definitely takes up too much space. For a three-person game you need a good-size table and any extra chairs you can lay hands on.

Of course it transpired that the first time we played this game we played it wrong (of course) so this week Bob was dispatched to the Reading Board Games Social under strict instructions to play it and play it right. She did manage to play it again, but playing it right…? Eh, close enough. It was, as discussed, very very hot. The RBGS is held in a nice but heavily under-air-conditioned pub called the Abbott Cooke, which serves gastro-pub food, expensive beer, and nice things like free iced cucumber water. And there was cake! Distracting cake!

11261980_10154062192773289_1617188442044898868_n

Every year for their anniversary the RBGS has a cake baked in the fashion of the game they believe will win the Essen Spiel Des Jahres award. As you can see, their vote this year goes to Colt Express, the shooty Western-themed train heist game.

IMG_0774Anyway, between the heat and the cake several mistakes were made. Perhaps this is to be expected the first few times you play this game as while it is not difficult to play, there is an awful lot going on. Lots of symbols and tasks, as well as the long-term strategy you’re trying to keep in your head. We give it two daggers because while dickish interaction with other players is minimal, as with many worker-placement games you can place your workers on a space that another player would rather like and if you could please fuck off and let them hire the fucking fertility doctor they’d be very fucking grateful indeed. Which, naturally, can be quite frustrating.

Sigh
Sigh

Overall, recommended for medium-weight, engaging, vaguely-offensive fun, but try the single-player version before trying to introduce it to your friends, and get a big table.

6D-35-296 6D-35-247

Terra Mystica: Terrain Stereotypica

Brutus scale: 3/10
Pairs well with: A selection of ales representing terrain types. E.g. dark stout for Swamp, pale ale for Grasslands, red IPA for desert, etc.

Contents: Mystery, Dirt and Sulky Opponents.
Contents: Mystery, Dirt and Sulky Opponents.

Terra Mystica roughly translates to English as ‘mystical earth’. What’s so mystical about it you ask? Well, for one, the fact that the laws of geography and biology don’t exist is pretty thrilling. And by thrilling we mean no-one cares. It’s another terrain-based board game with different ecologies represented by different tile designs in the style of Small World or Kingdom Builder. Also similar to Small World is that you play as a race/civilisation. Your choices are scantily-clad female races (such as witches), brutish large men races (such as giants), and sneaky stereotyped races (like the dark and plotting alchemists). Many of the available races fall in between these categories, but one thing’s for sure: it will feel like your flippant choice of race has way too much impact on the game.

I am Man, hear me roar.
I am Man, hear me roar.
DSC_0112
I am Woman, my breasts are barely covered.

Each race will have some varying starting resources, and will have a selection of different abilities that come into play throughout the game. This makes playing through as a particular race for the first time really fucking difficult, as three hours into a game you’ll spontaneously realise you should have built something in turn one, but didn’t. There is no way to save it. You’ll just have to suck it up and keep building single houses every turn until the game ends. You are a terrible leader of your people and they know it, and they resent you for it.

‘Sire, what shall we do to make our empire grander? More trade perhaps? Build a mighty cathedral maybe?’

‘No my poor peon, we shall build a small wooden house on a single tile. Forever.’

‘But sire, all of our people have houses, surely we should build something better –‘

‘- Houses! Forever!’

DSC_0123The mechanics of the game are mainly centred on job selection. This will provide you with some sort of resource, and/or an ability that you can tailor your turn to. Each race receives a board with around 5,097 wooden pieces on it, of which you play the wrongly-shaped piece often. In reality there are about 20 pieces, but still, that’s a lot of shapes under your control. Each of these pieces represents a different type of building, or worker, each with build costs that ramp up the better the building you want to construct. Once you’ve selected a job an action phase occurs. This is where the real meaning of the game title is revealed: your race can only settle on a particular type of terrain tile. In order for your city to expand you need to terraform different terrains into your own in order to build on top them. It’s like Civilization or Tigris and Euphrates only worse and a more frustrating drain on your resources.

Imagine you are a small band of settlers looking for the ideal place to begin your great dynasty. You’ve travelled all over the land to find the most fertile, most beautiful, most defensible place. But Gary decides that actually, maybe if we settled on some scorching, inhospitable lava plains, that might be better. Gary is pretty stubborn leader so we’ve had to go along with it. Typical fucking Gary.

Who knew there were so many different types of dirt.
You could have picked any of these, Gary.

The list of things you can do in your turn isn’t particularly well-structured either – you can more or less keep doing all  of the things you want until you run out of resources (admittedly in some games this is a great thing, but you grow weary of the freedom rapidly). This makes competition with the other players minimal as no one can tactically end turns, or force extra resource spending. However one mechanic that is pretty good is ‘power’. Power is a physical resource in DSC_0116this game, which is purple and stored in some big dishes on your personal board. You can collect/receive it during turns or actions, which means that you transfer a little purple power pellet from one dish into the main dish. When you spend that power, you move the power pellet from the main dish to the beginning dish. In order to generate more power you have to move all of the purple pellets from the beginning dish to the main dish again in a little cycle. It’s a pretty neat cycle which requires forward planning, and allows unlimited but very tightly-constrained regeneration.

DSC_0126Unfortunately it’s only worth doing if you go heavily into a power farming strategy, or your race is particularly good at keeping power generated. For instance, Briony quite enjoys playing as the alchemists as their race ability, once the stronghold (a particularly important bit of wood) is built, generates a lot of power straight up. This means that you don’t have to compete for resources or jobs as you can mostly pay for everything with power, and you don’t have to keep putting a lot of effort into getting the power cycled around the dishes. She also enjoys this race as she’s spent almost every game playing as them, so she’s nailed the routine of what to do for the most effect. Then again she is the sort of person that can spend hours playing the first 100 turns of civilization over and over as one particular race to optimise strategy and timing. Bob simply cannot do this – she claims to enjoy fun.

Tasty bonus tiles.
Tasty bonus tiles.

As the game goes on your settlements begin to expand. Buildings are worth points, and once you’ve accrued enough your settlement becomes a city. This comes with a nice one-off bonus and also allows you to build a stronghold, unlocking a race ability. Along one side of the board there are a series of bonus tiles that offer a selection of lovely things e.g. extra victory points, some resources, a nice compliment about your hair. These are turned over once per round, and will state a requirement such as ‘Gain a buttload of power if you build five perfectly-domed city halls out of lava this turn’. This allows you to plan out your buildings to occur in rounds where you can get the most victory points from them. You can also imagine a giant stroking the bonus card seductively, clad in a leotard and heels for maximum gameshow effect. Whatever floats your boat.

In addition to this there is also an elemental temple track. In this there are four tracks representing each element. In order to go up in these tracks you must have a priest meeple (which can be gained by building certain buildings) or fulfill a job has that rewards you with that resource for free. Priests are sacrifically burned in the ‘totally-not a cult we promise, guys’ temple to push you up the track and also correspond to the bonus round tiles. DSC_0124For instance ‘if you are at least at level 4 in the Earth track gain a free visit from the Emperors of Xenu’*. We’re not particularly sure why this mechanic exists really. It’s adding an extra component to a game that already has a shit tonne of components, and to use would really take a lot of investment. Bob tried it once and even with a very cult-loving race it wasn’t really so much ‘viable’ as ‘fucking irritating’. We also aren’t really sure why they represent the elements… possibly because the earth is made from the basic four elements? Who knows, all we know is that that is bad science and the expansion will probably have a Helium and a Potassium track.

Once the game ends you get some final victory points that add to the ones generated throughout by your buildings or bonus’s. Points are awarded for the biggest city, how far up each track a player is, and some other excuses to have some points. It’s actually quite a nice way to end because it changes the scoring up, makes you feel good for getting more, and that you did better than you had originally thought. Overall the game has some really good mechanics – its downfall is that it has too many of them. This makes picking an effective strategy difficult and requiring a lot of experience with each race. We can’t help but feel that is doesn’t need quite that much stuff. There is a lot of it. Pieces, tiles, bonuses, tracks, races, resources, power, jobs, workers, buildings, giants in leotards – like the contents of a student’s bedroom floor (Nerds have ‘interesting’ university experiences).

Exhibit A - 'stuff'.
Exhibit A – ‘stuff’.

That being said, the two player version of the game is surprisingly good as a lot of the extra guffin is taken out. As a result of fewer players, the game progresses much faster, and you tend to get a grip on your race more quickly. Certainly playing it two player a few times would be the ideal way to understand the game, technique, and races before diving into a monster 6 person epic. Don’t be too put off from playing this game kids, there are a lot of positive reviews of itout there. We just feel like it was so close to being a truly classically epic game, but it got a bit too ahead of itself. Less is more, Terra Mystica, you don’t have to keep putting on extra frilly bits to please your target audience.

DSC_0133

 


 

*We respectfully request that the Church of Scientology, hallowed be your celebrities, please not sue us for these jokes. We haven’t got any money for you.

 

Puerto Rico: The Best Budget Holiday in a Box since 2002

Brutus rating: 5/10
Pairs well with: A refreshing rum cocktail such as a Dark ‘n Stormy or a Mojito.

image source: http://kidsactivitiesblog.com/9601/best-board-games-5
image source: http://kidsactivitiesblog.com/9601/best-board-games-5

6D-35-160Puerto Rico is an excellent job selection  game (with some elements of worker placement) in which you play the part of a rich colonial governor on the island of Puerto Rico. Picture the scene: Dappled Caribbean light, the distant sounds of a bustling harbour, you sit in the mid-morning heat on the veranda wondering how best to get the ‘locals’ working twice as hard today, which silken suit and wig to wear tomorrow. Your job is to manage the island, its plantations, workers, buildings and trading of goods to far off places. Top notch mercantilism.

'The Locals' ...
‘The Locals’ …
Ships as far as the eye can see. To the end of the table.
Ships as far as the eye can see. To the end of the table.

Unfortunately there are other players in the game each taking on the same role, and as a result each player has a personal board which depicts the island. It is there that you each do your managing, building, planting and harvesting, competing with everyone else’s versions of the island. However, the docks are shared by all, meaning that one must compete to ship goods and reap victory points. Usually this means taking it in turn to place goods on ships, or to block other players by taking a job first: in the misery farm lounge this can even include pinning your friend down so they physically can’t move their goods.*

A turn will consist of the player with the first person puck (in Puerto Rico’s case it’s the governor’s flags) selecting a job to perform during their turn. These are pretty self-explanatory, for instance the builder allows you to build (although this does get quite competitive later on in the game as there are only a finite number of a certain type of building). Once the player who picked the job has taken the action, each subsequent player will have a chance to use it as well. The player who chose it first will have a bonus that comes with the job which the other players may not use/receive, for instance picking the builder first will enable the first user to build at the cost of one less doubloon. Once everyone has happily built some things, it moves on to the next person to pick a job.

'What is this bullshit?'
‘What is this bullshit?’

The moral of the story is that there is a great deal to be gained from picking a job first. It’s almost worth trying to stare-out the other players in an attempt to make them question the consequences of picking the job you realllllly wanted. Maybe even slyly announce general threats ‘Gee I sure hope no-one picks the Captain because I’ve been polishing my buckles for days, if I didn’t’ get to wear them for some reason I’m not sure what I would do’ (pause for dramatic effect while gazing off into the distance). For jobs like the craftsman, which allows you to produce the goods you are farming in order to be shipped at a later stage, picking it first allows you to produce extra of any one of your goods. This means more victory points if you manage to ship it.

However the general rule of ‘more goods is always better than fewer’ is often not the case in this game. This is due to two factors, the first is because there are only 3 ships in the docks that may ship only one type of good on each. When the Captain job is picked this means that going by turn order each player can place only one type of good of any quantity (there are five in total) onto a ship. Once a ship has that type, then only the same type can be added to it. Once a ship is full then you cannot add any more goods, which often leaves you with a big pile of resources. This is where the second factor comes in – at the end of a job phase you can only keep two items of goods. Everything else is thrown in the sea, probably as some sort of bribe to Poseidon to keep the trade network running efficiently. As a result even if you’re producing lots of goods, running well-maintained plantations and well-populated island, grabbing the Captain job first is really where it’s at.

6D-35-152
My strategy is ruined: all I can do is drink.

There are a fair few number of strategies for the game that avoid a heavily shipping-based approach though, which is nice for those of us who don’t want to continuously grab the same damn card throughout an entire game. The Trader job is a nice option that involves selling your goods instead of shipping them, meaning doubloons instead of victory points. Doubloons can then be thrown at some buildings which are worth victory points, or have special abilities. The trader post however will only allow the sale of one type of each good, so be vigilant. Again, some good scare tactics come into the ring here as other players may have the same type of good as you want to trade and get there first, leaving you, your lonely barrel of sugar and some misery**. You may also wish to attempt to sneakily trade something that hasn’t been traded yet.

‘Briony do you want to trade anything?’

‘Well, you’ve just traded the sugar, and I’ve only got sugar left to trade with, so fuck you.’

‘True.’

‘Is there a free space for Pete’s phone? How much money would I get on the market for that? I bet it’s more than a barrel of coffee.’

‘Well the rules do say that you can’t trade the same type of good… what am I saying, that’s my phone, we can’t open the doors to creating new resources from whatever is lying around. The living room floor would become a fucking treasure trove.’

‘Good point. It’d re-write history. The British Empire was actually funded by several sweet wrappers, some empty beer bottles and a TV remote.’

Tasty doubloons.
Tasty doubloons.

Trader may be handy for getting rid of left-over goods that would otherwise go in the sea but The Prospector job gives you money in a more direct way if it’s straight-up cash you want. If you do want a heavily shipping-based approach it’s much easier to grow diverse goods so there is a greater chance of shipping most of them. Another viable trick with this is to Captain first, put the good that no one else has on the biggest ship, and then watch everyone be angry. You’ve effectively taken up a whole fucking ship for one barrel of coffee, guaranteeing you victory points and barring anyone else from shipping their large stockpiles of goods. How very British of you.

Your first run through of the game is going to be a steep but fun learning curve. Subsequent play-throughs will actually get more fun as you experiment with new strategies, and work out how those interact with other player’s strategies. Honestly, you could play this game 100 times honing one single strategy and it would feel like a new game each time because of how much the other player’s interactions affect your game***. That actually sounds kind of terrifying to Briony as someone who deeply enjoys being left the fuck alone in her own little corner of the game, but it’s great fun, simple to learn, fast paced, and nicely-themed throughout.**** A game of Puerto Rico is always reliably good, like a fine spiced rum. Enjoy it, and keep enjoying it for many years to come.

Great job governing everyone - lets do it again three times a night for the next month.
Great job governing everyone – lets do it again three times a night for the next month.

*We probably don’t recommend this method because it can often lead to no one wanting to play with you anymore. The Misery Farm get away with it because we have no choice but to continue playing with one another.

** This might be someone’s idea of a good evening in all fairness.

*** In fact, three of our friends actually played this twice a night for 6 weeks. They still love it. Now that is the mark of a good board game.

**** Sometimes, in fact, it is a little uncomfortably on-theme. The workers in this game are little brown cubes which arrive by boat. Yes really.

Libertalia: How to Pirate 101

Written by Briony, Bob, Lizzy.

Brutus Scale: 6/10
Pairs well with: white rum, dark rum, spiced rum. All of the rum!

This week, the team have decided to try their hand at pirating with Libertalia. More like Libert-arrr!-lia, am I right? No.

Spot the theme.
Spot the theme.

If there’s one thing the team have learned from the game, it’s that not one of them makes a good, or indeed effective, pirate. No sir. They did all the right things: dressed in pirate clothing gradually throughout the evening, drank for hours before attempting to win some loot, didn’t listen to the reading of the rules like any true badass pirate would, and yet the cards still did not fall in their favour.

Probably because they were continuously playing the wrong cards.

Is it a board because its a ship, or is it ship because its a board?
Is it a board because its a ship, or is it ship because its a board?

This has been the overriding theme of the game: you will never, ever play a decent card, but everyone around you will. And consistently at that. A majority of the game will be spent playing a card from a hand of 9 against your opponent’s selection much in the top trumps style of ‘highest card picks loot first’. The board has seven sections (representing days of the week), all of which feature a randomly drawn selection of loot.* Loot may include expensive shit like jewels and other shiny things classic pirates like, bad shit like curses, and the ability to murder another player’s card modelled on a particularly shiny scimitar. The player who placed the highest-rated card will pick whichever loot they find most appealing, and the rest will resolve in rank order. Whoever is left at the bottom rungs of the rank will find themselves lumbered with curses (worth negative points) or something else undesirable. Think, the captain’s old socks.

Furthermore, each player will have the same hand of cards as you, which brings out some great ‘will they/won’t they’ scenarios when considering who will play which card, and when. It also makes the fact that everyone always seems to have better cards than you somewhat baffling.

If pirates played cards this is almost certainly what it would look like.
If pirates played cards this is almost certainly what it would look like.

Certainly remembering who has already played which card is what the pros would do – but we are not pros. Instead of simple and logical prediction such as ‘Bob has played the ‘waitress’ card, that means she won’t play that card again this round’, whimsical drunken pirate logic quickly turns that into ‘Bob has played the particularly untrustworthy-looking spaniard** this round, and it’s a Thursday and she had brown rice for dinner last night, therefore she will plat the Captain next’. Lizzy and generic male gaming buddy Pete aren’t falling into this trap at all, leading to most of the loot being split between them.

Misery Pirates.
Misery Pirates.

Fortunately for the Misery Farm, they do know how to ruin a good strategy. Despite many players doing well, winning treasures, and reaping large amounts of doubloons, there are some good back-stabbing abilities present in the game (no, Lizzy, put the knife down.), earning it a decent 6/10 knives in the back for our Brutus Scale. Bob and Briony have quickly taken on board (hey-oh!) that conjuring a good strategy is not for them this evening, and so have been killing off other characters, drinking more, and generally trying to mangle everyone else’s plans. Pirates shouldn’t have plans anyway. But apparently they should have spoons, because that’s the closest thing to a knife lying around.

As the game has progressed the playing field has levelled. The game is played over 3 weeks, which means 3 rounds of working your way through the 7 piles of loot on the board. It must be the Pirate Easter Holiday or something. By week three, Bob and Briony are more or less level with the other more sober players, still somehow consistently playing the least effective cards possible. As the player’s hand of cards change at the beginning of each week new characters and cards are dredged up, making the game more diverse with many possible future variations.

We wonder is she has starfish on her nipples like the Trident's of Smallworld. Doubloon for anyone who can confirm.
We wonder is she has starfish on her nipples like the Trident’s of Smallworld. Doubloon for anyone who can confirm.

In week 3 we encounter ‘Granny Wata’ who is supposed to be some sort of mythical sea sprite, but that matters not, for at the Misery Farm table she will be referred to as what she is portrayed as – ‘watery tart’, ‘Lady of Sea Things’, or indeed ‘that naked blue one’. Now, this card is a tricky one as it requires understanding and predicting your opponent’s strategies – the Granny Wata card only gives a player points when that is the only copy of the card in someone’s den (this is where your pirates go after they’ve been played in the ship, they take their boots off and have a nice sit down and a cuppa). In the final few turns of the game, every single player has managed to think the exact same thing ‘Holy shit, I need to play the naked blue card, cos mega doubloons. Quick, quick, quick!’

This, ladies and gentlemen, has led to an entire ship populated only by watery tarts.

*Slow clapping* well done team, I thought we were good at this board game malarkey. Despite this final mishap every single player has thoroughly enjoyed this game. It’s fast-paced, well-themed, diverse, and really forces you to try and put your dick in other player’s ears***. It turns out if you make the stabbing-in-the-back of your friends pirate themed, it sort out cancels out a lot of the resentment someone would normally feel compared to in other games. In addition this game is excellent to dress up and drink throughout. We recommend a good few play-throughs to anyone. Unless you actually are or have been a pirate, in which case it might just trigger some intense nostalgia and you may need to go to bed early.

The lesser known pirates 'see no evil', 'swish no evil', and 'vegetable peel no evil'.
The lesser known pirates ‘see no evil’, ‘swish no evil’, and ‘vegetable peel no evil’.

*We’d like to point your attention to Shut Up and Sit Down’s review of this game, if you would actually like to know how to play it. We do however take issue with their use of a reference pear in this game, as thematically-speaking some sort of citrus fruit would make more appropriate loot in the context of pirate diseases.**** You can also checkout Tabletop’s play-through, where you actually see it being played. Who knew?

** It turns out that there’s actually quite a lot of ‘era-themed’ racism and sexism in this game. Untrustworthy French people, Spanish spies, serving wenches with their boobs out. As long as you embrace it with a laugh and think ‘oh back in those times…’ we guess that makes it alright?

*** In the fun ‘don’t question this’ sense.

**** Lemons would be best in terms of vitamin C content, but lime would make a tasty daiquiri with all that rum.

Le Havre: Misery Shipping

Written by Briony, Bob and Lizzy.

Brutus scale: 4/10 slippery fish-gutting daggers in the back.

Pairs well with: Salty tears. Port.

1384

Le Havre is a game that has been languishing on Briony’s game shelf for far, far too long. It was bought more or less because it was made by Uwe Rosenburg, the same chap who made Agricola and Glass Road (you may know him from our other posts as the King of European gaming and farming misery). Le Havre, named after the French port city, demands that players generate and sell goods from the docks over a shipping line. Although similar to Agricola in many ways, for example in needing you to generate enough food per round, it also brings in other mechanics from trade-based board games. The trading and shipping of goods is extremely similar to Puerto Rico, whereas the buying of transportation for your goods is similar to Gluck Auf.

As it’s taken us so long to play this game, and as we haven’t found anyone else who has actually played it before, Briony, Pat and Pete (generic gaming buddies 1 and 2) have decided to dedicate an entire evening to the misery of learning complex rules for the selfless benefit of humanity. DSC_0092They strongly suspect some of the emotional traits of Agricola will have crossed over to this game, but are willing to lay down their lives, or at least good mood, to break some new ground and report back on their findings. Unfortunately, reading the entire rules has taken Pete so long that he’s had to tag out and get a beer while Pat takes over. Briony suggested simply watching a YouTube video on setup and gameplay, but they got less than three minutes in and the YouTubers’ immaculate setup and condescending encouragement to buy extra plastic trays and inserts in the name of personal organisation became too irritating to bear. Today’s misery team were going to have to do it the hard way.

3,000 pieces counts as simple, right?
3,000 pieces counts as simple, right?

Fortunately the set-up of the game is relatively simple, including the docks, resources, the town building firms, and the range of buildings on offer. Resources are generated by sailing through the port, meaning that there is a timing critical element to selecting and claiming resources you need. Your ship (the HMS Cardboard Puck) sails to the next available space which restocks the particular item you land on. You may then perform an action: this can be taking all of an available resource, using a building, or constructing a building. And so off we sail down the port, excitement in our hearts at beginning our new journey as a shipping company. (Note: If you really want to feel the joy first hand watch the opening 20 minutes of Muppet Treasure Island before beginning for full effect).

DSC_0091

Early game: the excitement is short-lived. What a surprise. As we generate resources by sailing through the port, it has quickly become apparent that there is not enough food in the early stages. At the end of most rounds there is a harvest, (Much confusion, are your ships farmers? Can you harvest the actual sea?) and then you must pay the amount of food on the round card to sustain your workers. This is only assumed, as there is no explanation as to where this food actually goes. We might just be throwing it in the sea as tribute to Poseidon, who knows. The first few rounds seem to mainly be about generating enough food to last you a few more rounds, so that later on you can invest in building or luxury resources that you may use to build or ship later. This is Briony’s method so far as she believes a massive stockpile of fish and cattle will be worth it later on, and may even look intimidating to the other players forcing them to make errors in awe. Pat and Pete have gone for the opposite: wildly claiming resources and constructing buildings straight off of the bat, cranking up their early game points and constructing some sort of giant building that incorporates all buildings. Who knows what goes on behind those closed doors.

Mid game: The demand for food is ramping up each round, making snack-generation a pressing concern almost constantly. Poseidon is a demanding deity indeed, and doesn’t seem to take the suggestion of going for a sneaky kebab very well. No sir, this man is hangry, and no grease-laden snack shall suffice. This leads to the diversification of strategies, which is a great part of this game, as there are many methods and possibilities to get the resources that you might need. The simplest is to just take them from the offers at the docks, and the more complex using of specialist buildings that allow conversion, purchase, or generation of resources.

As the game is progressing each of us has constructed a wide range of buildings (primarily for victory points as we had little idea about which would be the most beneficial) so almost by accident we opened up a bounty of opportunities for ourselves. Pat has set his heart on buying a fleet of wooden ships more or less because they were there and they were new and pretty. Briony has generated enough meat to last a lifetime and has now begun investing in any buildings she can get her hands on. Literally.

Who wouldn't want a clay mound?
Who wouldn’t want a clay mound?
Expressing sad fisherman feelings.
Expressing sad fisherman feelings.

Late game: Shit is going down. Prices, food costs, victory points, everything is now higher than Snoop Dogg at an alpine resort party. Pat and Pete’s wooden armadas provide a set amount of food per round, meaning that they need fewer resources. Briony’s sprawling industrial metropolis continues to grow, which serves to both help generate victory points and convert basic resources into luxury ones. As a result she’s now the first to use the shipping line to sell these goods and make a ton of cash. Unfortunately she spent an awful lot of planning and effort into collecting coal, a resource which was listed on the card as being worth 5 francs, when in fact it turns out there is a printing error. It turns out coal is listed twice, once at 3 francs, and second at 5 francs, which should actually list coke (converted coal) as 5 francs. Briony is a very sad, sooty fisherman. ‘Have mercy, great Poseidon!’ is what should have been called, but by this stage it was more like ‘fuck you, Poseidon. I don’t need to prove shit to you. Get off my back already.’

Endgame: A noticeable effect of constructing literally all of the building cards available is that the port is now brimming with massive piles of resources, including money. Pete has opted to claim huge stockpiles of free wood (feel free to insert* all generic ‘got wood’ jokes here) and clay and is rapidly transforming them into brick to ship, and selling wood in the joinery building. Both are racking him in some big hits of money. Unfortunately there is only one building card that can be used to ship goods (‘the shipping line’), so this is easily the most contended-for card throughout the latter stages of the game. Pat is muscling in on it, and has been shipping cow and coke (that classic combination). As the number of rounds left is ticking down we’re all beginning to hawk everything we can in order to scrape in as many victory points as possible.

If you’ve played Agricola before, you’ll now that scoring can potentially be the most depressing part of the ordeal, with dizzying heights of 11 or 12 winning the game. Now, take that and throw it out of the window. Le Havre has been designed to work in the exact opposite way, with all players scoring well over 100 points. This is probably because resources can be sold for money, as well as receiving money for shipping goods, and counting the cost of your buildings contributing to your final score. Make it rain. Briony has wiped the floor with the others with a closing, and first time playing, score of 271. Fuck you, Poseidon.

The 'Shnaps Distillery' is a card that Briony fully endorses.
The ‘Shnaps Distillery’ is a card that Briony fully endorses.

In conclusion, our brave reporter and Uwe Rosenberg connoisseur Briony enjoyed this game far more than Agricola for a number of reasons. Firstly, it demonstrates that designers listen to their target audience and feedback, as Uwe has addressed the issue of misery-scoring apparent in Agricola. Despite this, scoring in Le Havre is a little extreme, as it patronisingly cheers you on like an overly-competitive mum at a school football match. ‘LOOK HOW GOOD YOU ARE AT FISHING. GO YOU. SHIP THAT FISH. WOO!’ But you know, that’s okay. It feels quite supportive. Secondly, there is a really wide variety of strategies available that allow you to be very flexible. This consequently means it’s a lot harder to drastically fuck up your turn by miscalculating or not paying enough attention, because chances are there is another free card or action that could have roughly the same benefits. Thirdly, the designs and iconography of the cards, resources and board are really well thought out and themed. And finally, the game is very well balanced and offers more mechanisms, such as selling resources, converting resources to money, and breeding cattle or grain that aren’t available in similar shipping games like Puerto Rico. Definitely check this game out, but be prepared for some intense rule reading and playing a couples of rounds to get the feel of it before diving in to the full version (a shortened one is available too). Or just have a better set of friends who have already played the game before.

DSC_0089

*Feel free to insert all generic ‘insertion’ jokes here.

Top image courtesy of Z-Man Games