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…

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.

Carcassonne Hunters and Gatherers: Get your… carcasses… on?

Pairs well with: Rudimentary fermented fruit? Whatever, we just had some wine we found in the back of Briony’s cupboard. It worked out alright. We hunted and gathered it.

Traitor rating: a firm 6/10 for tile-dickery

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This box contains one more hunter-gatherer than normal

Do our long-time readers remember Dr Photographer? Such fancy pictures. Anyway one time he kindly lent Lizzy his copy of Carcassonne Hunters and Gatherers to see her through a Christmas with her family. This was several years ago so, naturally, Lizzy still has the copy* and it’s her go-to Carcassonne edition to this very day.

By the way, did you know there was a world championship Carcassonne tournament at Essen Spiel every year? We were pretty surprised. Yeah, it’s a popular game with a few bajillion expansions, but is it really the kind of thing you can have a world tournament of? Well, we suppose it must be. In hindsight we realised that we had made up and attended our own tournament for Codenames which is a much lesser known game, so really, who are we to judge?

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Bob poses with some meeples. Like a kind of pre-game prep.

Hunters and Gatherers is pretty similar to regular Carcassonne in a lot of ways, but all stone-age and stuff. Instead of a road you have a river, instead of castles you have forests, instead of farms for farming you have meadows for hunting, but the basic principles tend to still be there. In addition to this, at the end of the game you cannot score points for any forests or rivers you failed to complete which we feel is a just end to that one slacker friend who deploys his remaining meeple in a last ditch attempt to get some half-assed points. It makes the end game much more excited, and makes you that little bit more keen to just get that damn forest-ending tile that you’ve been looking for for like five turns now NOT ANOTHER CURVY RIVER ARRGH!

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Box insert mammoths

This does mean that when Lizzy plays real Carcassonne with the big kids then she always gets confused playing with the river expansion – an expansion where the first few tiles are just to place out a river for the rest of the cities and roads to go around. “Lizzy, why are you trying to put your meeples on the river, are you drowning them?” “That’s where they go!” “Is… is she new to games?” It’s embarrassing for everyone around.

One of the main parts of playing Carcassonne is just taking a tile out of a bag. The “taking a tile out of the bag” phase, if you will.** Since your entire turn relies heavily on which bit you take out, it’s easy to see how much of an effect that old toad Luck can have on your game. Particularly with your first few plays-through, or if you don’t play that often.

Nobody ever wants a river tile, for one thing. Or a road tile, if you’re playing vanilla Carky. Long river, curved river, ending river. NOBODY CARES, RIVER. GO HOME.

Just as in regular Carky lots of the points can farmed in the cities, in Hunters and Gatherers the points are in the forests. Two points per forest tile compared to only one point per river? Psh. Easy choice!

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Bag of delights

But there comes a stage in your Carcassonne life where it’s become your go-to game with a certain friend or two for a while. Or maybe you’re stuck on holiday somewhere or the internet hasn’t been working properly and Carcassonne is one of the games you have around. Whoever loses is really determined to play again, and the winner is determined to prove that it was definitely mad skillz and not just luck which earned them that victory. You start playing a lot of Carcassonne. Like, a lot.

Before you know it, randomly placing tiles wherever will add to your current river and your current forest turns into actually developing some kind of advanced, coherent and complex strategy.  Briony likes to think that placing a tile with a tasty animal on it anywhere on the board may in fact bring her more points. ‘Are you not going to farm that…?’ ‘I don’t need to, I brought a badass MAMMOTH to the party. I get cool points.’

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This section was later renamed Bobtopia

Brionys of the world aside, you start thinking not just in terms of how to increase the length of your rivers and size of your forests, but how many extra points each extra tile is worth. You start spreading your bets and stop relying on that one exact freaking tile you need with some forest on one side and a bit of river on the other side but only while facing a particular direction.

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Briony’s happy fish hut

Fucking hell, you start to think, river tiles do have a use – to join up your meadows. You become resentful of players who seem to understand the concept of scoring points better than you – “Briony… are you playing the points game? The game where you try to get points and then win?”
“Yeah… not on purpose, but I seem to be doing well at it”

Basically, you just start thinking about all of the things you should have been thinking about from the beginning. Huts, for instance. Never underestimate a well-placed fishing hut.

Ok, you say to yourself after the third game in one evening. That’s why there’s a world tournament for Carcassonne!

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Satan eyeing up her wine

Of course this seeds some serious resentment when you (Lizzy) play with somewhat less-practiced players (Briony and Bob). Bob will start with very careful placement of each tile, considering every position and muttering encouragements to herself (‘Come on, Bob, we need this, buddy’ – Bob). Her response to then having her carefully-farmed meadow hijacked is to accuse Lizzy of LITERALLY BEING SATAN and start her own settlement miles away from anyone else’s.***

Meanwhile Briony, despite having a pretty good score early on, fosters an incredible inability to perform the most basic function of Carcassonne – fitting the pretty picture tiles together so that the edges match.  The situation has reached a point where if any of us mis-place a tile it is now referred to as ‘doing a Briony.’

“Briony, buddy, it’s Bob’s turn. Also that tile doesn’t fit there.”

Soon the tides turned, and everything was once again right with the board-gaming world. That is, Lizzy was trouncing everyone.

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Super exciting bonus mountain nugget thing!

Another feature that makes Hunties & Gazzers different from regular Carcle is that you get a selection of shiny gold nuggets in your forests. Ok, so there aren’t even forests in regular Carcle, but the nuggets actually have their own little neat mechanic. When you complete a forest with at least one gold nugget in it, no matter who’s the greedy point-grabbing owner of the forest, you the completer will get to draw an extra, exciting non-bag tile. Not to be underestimated as a tactic! More tiles, more points. And the bonus tiles tend to be a little extra nifty, too. More fish than you could have dreamed! Golden mushrooms (for an extra point), a magical fire that scares away tigers!

Oh, that’s right, there are tigers. As well as delicious huntable animals like deer and mammoth, there are also tigers. These do naff all except eat deer at the end, and lower your score if you’ve got a little gatherer lying down there trying to catch them. Arseholes.

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Meeple dance party

Meanwhile
Briony: Can I put the tile-
Others: No.
Briony: Can I put it-
Others: STILL NO.
Briony: Ok I’m putting it-
Others: STILL NOOOO

So overall, Lizzy actually managed to convert her two sidekicks (cough) to Hunters and Gatherers as a superior game of Carcassonne. Maybe it was the wine speaking, but it also could plausibly have been the neater scoring mechanics and the more charming scenery.

There was only some mild and mostly-accidental cheating.

(the team spots a river tile going into a meadow tile… where it most certainly doesn’t fit)
“Wait. Look at this tile here. Who let this slide?”
“Have we had too much wine?”
“It was Briony! I remember!”
“Oh shit it was. Should I take two points back?”
“Nah we’re just going to make fun of you about it for a while.”

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Does this tile go here?

Briony, we want you to know it’s OK and we understand. Except we don’t, because we can think laterally.

The real winner here was wine. And probably Lizzy. And this cat who had a snooze in the box while we played.

* In Lizzy’s defence, Dr Photographer-friend has about a thousand different Carcassonne games and expansions, he probably hasn’t noticed it’s missing. Probably. Or maybe there are “missing” posters and a reward out somewhere… don’t tell!

** Or you could employ a sly-Bob tactic which involves slowly taking a tile, pulling a face, and slowly putting it back in the bag when she thinks Briony and Lizzy aren’t lookin. That’s right, we’re onto you Bob. This part is called the ‘drunk cheating’ phase.

*** Blackjack and hookers optional. Mammoths mandatory.

 

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).

Roll for the Galaxy: I’ll show you my dice if you show me yours

Pairs well with: The tears of your alien enemies.
Traitor Rating: 3/10. You’d need a very long dick to stick it in someone’s ear from all the way across the galaxy.

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Bob’s friendly robot boyfriend is on a quest. It’s not a noble, or spiritual, or self-sacrificing quest, but it is a quest nonetheless. His aim? To boldly seek out and possess ALL the board games. All of them.* From ancient, dusty copies of DnD and Buck Rogers: Battle for the 25th Century to limited-release Kickstarter editions of next year’s big hits, Chris**has amassed some serious plastic and cardboard. As long as it’s not Monopoly, it’s worth a try.

A game increases highly in his estimation if it can be comfortably adapted for two players. Whether this is due to a keen desire to share a hobby with Bob, or simply to play board games without all the bother of inviting friends and changing out of pyjamas, is unclear. The result is the same. More games!

Unfortunately, he is also better at most games than Bob, and she does not like losing. This results in an unfortunate paradox of Bob liking a game and wanting to play it but also hating it and Chris and you and everything else.

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If Lizzy were here, these dice would be ordered by rainbow.

Latest in the series of paradox-games is Roll for the Galaxy. Released in 2015 it has received some well-deserved love on SU&SD and Reddit. It scales extremely well, which means that when Bob has gotten sick of losing at it to Chris she can lose at it to any number of additional people. It’s a worker-placing, dice-rolling, tile-laying space quest. If you, like Briony, have dice-anxiety, look away now. This is not the game for you.

R4tG looks pretty inauspicious. Apart from an intriguing Cloth Bag Full of Stuff and a rainbow cascade of dice, it looks a bit… dry. It’s a well-known fact that early Bob-game engagement correlates strongly with the level of illustration or model adorableness. This game carries a worryingly low rate of adorableness. There are several shades of grey in the artwork. The pictograms have the scent of the GCSE maths textbook about them. The cheat sheets are dauntingly dense, and the game phases/actions are reliant on each other in a way which makes for solid play but a hideously confusing rules explanation. There’s always one person who gets confused about how production and shipping work, which is reasonable because they work in an annoying way. Once you get past that though, it’s worth it. Trust us.

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Roll for the Galaxy: More fun than it looks.

You start by rolling a nice fat cup of dice.

Your dice are your workers, and depending on their results you can try to put them to work doing different things. They can explore, which will either yield new worlds and developments for you to conquer, or earn you a few straight-up dollars; contribute to developments, which will earn you victory points at the end of the game as well as having in-game benefits; contribute to settling new worlds, which work in much the same way as developments but they’re planets; produce goods on settled planets;  and finally ship goods from settled planets back home to your grateful citizenry yielding either money or victory points. Exhausted workers (spent dice) return to the citizenry (dice pool) but can be re-hired with cold hard cash. Bafflingly, these workers are happy to be employed at a rate of a dollar each. We don’t know the exchange rate of space-dollars to pounds sterling but that still seems a bit cheap.

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Today we are exploring.

Developments and worlds take the form of tiles, drawn blind from the big cloth bag when taking the ‘explore’ action. The game creators definitely subscribe to the ‘you can make anything sci-fi by giving it a space-y adjective’ school of thought. Thus your empire will very quickly become populated with a Galactic Market, Tourist World, Space Theme Park, etc. Once you have earned your tiles, you place them in your galactic empire. Some worlds and developments synergise particularly well, some earn stacks of victory points or dollar, and some add new and brightly-coloured alien species dice to your hireable citizenry. Because clearly different alien species are better at different jobs, the ratio of results will vary on different colours of dice. You wouldn’t hire space pirates to farm plant genes would you? That would be ridiculous. Space pirates are obviously better at invading settling new planets, so they have corresponding dice faces.

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‘Hello and welcome to Space Town’

The game ends when the pool of victory point tokens runs out, or when a player places their twelfth tile. This means that playing becomes a balancing act of conquering planets as quickly and efficiently as possible without compromising on valuable end-game victory points. Even a perfect strategy, however, can be undone by an unlucky dice roll or a succession of poor exploration-draws. This is fairly unlikely as R4tG has several clever balancing mechanics built in (exploring, for example, becomes more efficient the more tiles you have previously drawn) but might make the whole thing a little too luck-based for some.

If this all sounds a little bit too straightforward and insular for you, dear reader, it’s P1030023
because we’ve left out an important bit. There is more here than just ‘get tiles, place tiles, put workers on tiles to gain tile effects.’ See, each time you roll out your dice and try to figure out how best to make them work, you can only instigate one of the five actions. This is inefficient and sad. Luckily you may also place further workers in reserve for the other actions. All of this is done behind a handy screen. When dice are revealed (simultaneously) you will be able to not only perform the action that you have chosen, but the actions that your opponents have chosen will also apply to your relevant reserve dice.

Got that?

No?

See this is why we don’t normally go too deeply into the rules of a game. Some mechanics which are reasonably straightforward in play are a nightmare to explain. It’s much more fun to make sarcastic quips about speciesism in intergalactic politics.

P1030029Simply, your hidden worker-placement decisions affect what your opponents are able to do and vice versa. The upshot is that you make some choices by predicting your opponents’ strategy. The galaxies laid out in front of your frenemies are absolutely not hidden information, so a good peeping should at least give a hint as to their intentions, if not the results of their dice-rolls.

Ultimately like so many good games it’s all about efficiency. And good worker management. And dice.

 


 

*Well, the good ones at least.

**Whose own, sadly on-hiatus board game blog you can find at 4vp.tumblr.com

The Little Prince / Make Me a Planet : There’s a Starman Waiting in the Sky

Pairs well with: Sloe gin with lemonade. Because it’s adorable, just like the game.

Traitor rating: 3/10. It’s dickery by omission – avoid picking the cards that will ruin your opponent’s adorable little planet. Because you’re mean, and you hate happiness.

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A smaller game, the kind that fits well at the beginning of the evening or slotted between two longer games, The Little Prince also works well as a soothing follow-up to something a bit feistier. Worried that your friends will never speak to each other after a long slog of Game of Thrones: The Board Game? Concerned that your compatriots will never stop calling you traitorous toaster scum after you defeated them at Battlestar Galactica? Worried that you and everyone else are going to murder Lizzy because of her stupid smug victory face after a game of Scoville, and then get in trouble with the police in the morning? Then maybe The Little Prince is for you!

Funnily enough, one of those above situations was what led to The Misery Farmers playing The Little Prince together for the first time. Even though it doesn’t have a whole world to offer in the way of strategy or unique aspects, and it’s not as catchy and unique as some of the other short games we all know and love, it does definitely hold a top spot as being something peaceful and adorable to play. It would probably be very kid-appropriate (we don’t know any children ourselves so we can’t check), but it’s also a fitting introductory game for e.g. nice mums who have nothing against board games per se but everything’s changed a lot since Monopoly and they’ve misplaced their spectacles and what does this card do again?

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Make me a planet! Oh sure, ok, why not.

It also mercifully doesn’t take a lot of explaining, because getting heavily beaten at precursory strategy games by Lizzy make Bob and Briony very… thirsty. Rules-explanation took the following, somewhat slurred, form:

 “So this tile is good ‘cause it’s got loads of shit on it, where this other tile is good because of all this stuff on it. But this one, he’s a bastard because he’s got all this bad stuff on him.”

Thanks thirsty Bob!

Luckily in the cold light of day we can briefly explain the rules a little better.

The Little Prince: Make Me a Planet is a short game based on the French children’s book of the same name.* You assemble an adorable little planet made up of 12 tiles with, as Bob so helpfully explained, stuff on them.  The game lasts for the same amount of turns as you need tiles to build your planet, and there’s a neat strategy of turn-taking in which a player picks three tiles from a tile-pile, chooses a tile for their planet and then decides whom to pass the remaining two tiles onto for next picksies.

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Point-scorey tiles

It does have a few unique twists that make it interesting. Some of these tiles will determine how your planet will score points at the end, so you can find yourself with a choice between taking a tile which might get you points or tiles which might get you ways to earn points. You’ll have the complete set of tiles by the end anyway, but do you want to decide on point-scoring tiles earlier, or do you want to leave it until later so your comrades are equally clueless for now?

Collecting certain types of ‘stuff’ is how your victory stars are reaped. Obviously, you should maximise the kinds of ‘stuff’ which your point-scoring tiles say you need to get points. The objects themselves are fairly whimsical; it’s as if a little prince made them up. Items such as sheep, cardboard boxes (with sheep in them), snakes, roses and lamp-posts are all among his imagined items, and are all adorably drawn.

Briony, never having read The Little Prince, would like to know where the clearly man-made lamp-posts came from.  Who installed them, and for what purpose? Which interplanetary council maintains them and pays the lamp-lighter to light them?**

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Lampposts! Lampposts everywhere!

The job of maintenance and management clearly falls to us as sole members and executors of the planet-construction committee, replies Lizzy. Very sadly, the game involves no complicated mechanics for lamp-post-powering or allocation of maintenance workers or electricity. Now that would be a great game. We could call it ‘The Little Misery Planet’ and it’d feature lots of sexy worker placement and focus on the logistical challenge of planetary maintenance.

A further layer of interest is added to the actual game by the presence of Baobab trees. Baobab trees, unlike most other features, take up a heck of a lot of space. Chief Science Advisor of the board game company clearly knows how to do their job, and knows how trees work. They need roots, you see. Lots of roots. To root them down. Particularly space-Baobab-trees, you see, to protect them against floating away. It’s basic science.

You’ll also notice, however, that the big trees are pretty big, and the planet pretty small (the little prince obviously wants a little planet). No, that tree you see on the tile isn’t just a scaled-up picture of the tree to represent the actual tinier tree down on the planet’s surface – it’s the actual size of the tree. The problem is that the deep, anchoring baobab roots take up a lot of space, and can start breaking up the planetary core! This means that your planet can only really sustain up to two live Baobab trees.

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So many trees!

Oh balls, there are a lot of tiles with Baobab trees! What happens if, in your haste to set up some lampposts and acquire some points you acquire one too many Baobab trees? All three tiles with the trees on get flipped over. That means everything on those tiles, lampposts and all, are gone. No points for you! Be sad!

The thirst-quenched Misery Farmers had some very sad tree-times on their planets. Very sad indeed. Only Lizzy managed to successfully employ a strict tree-avoiding strategy to avoid the dickery, since she was very aware that Bob was still fuming at her from a previous game, and that no amount of peaceful adorable game-theme would protect her from Bob’s venom.

The other farmers though? Not so careful. Ex-Baobab wastelands everywhere.

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That’s some sad wasteland right there

The game is neat, and kind of cute. Probably of particular appeal to small children and drunk adults who need a bit of help getting through the rest of their evening. And more so to those who have actually read the book.

The real winner, as usual, is board games.

(And also, as usual, Lizzy!)***

* Is it really a children’s book? Philosophical treatise? Morality fable? No one knows how categorise it. Finding it in a bookshop is bloody impossible.

** Those who HAVE read The Little Prince will agree that the lamp-lighter is owed some serious overtime.

*** Lizzy was not supposed to win this game. It was supposed to be FUN.****

**** We’d like to pretend this was the first time Bob has sent a regretful ‘Sorry I threw pieces of game at you’ text message to Lizzy the following morning, but it would be a lie.

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.