Category Archives: Board Game Reviews

7 Wonders by Asmodee (2010)

This particular little Euro released in 2010 to considerable acclaim picking awards like the 2010 Meeple’s Choice Awards, Swiss Gamers Award and International Gamers Award, just to name a few. It’s gotten considerably good support from Board Game Geek sitting pretty on the tail end of the top 20 but more importantly for me personally it came highly recommend by several friends as a really great, fast, yet deep strategic card game.

It’s a game that has been on my “must play” list for nearly five years, that’s quite a bit longer than I like to wait to review a game, but there are so many games these days and only so much time and wallet one can dedicate to gaming. In any case, I finally got to play it, so here is your review of 7 Wonders!

7 Wonders is a strategic card game about building Wonders of the World. In essence it’s a sort of drafting game where you go through 3 ages of ever improving cards constructed into decks representing each age. The cards of each deck in each age are distributed among the players and you effectively pick a card to play into your play area, than pass it to your neighbor. When all the cards have been played the age is over and you move on to the next age, there are three ages in the game. It’s a point scoring game and there are a wide variety of ways to score points, the winner of the game is of course the person who scores the most points at the end of the game. Each card represents some sort of advantageous building or effect, many of which give you access to the all-important resources and gold you need to build the wonders each player has in their player area chosen at random at the start of the game.

 

A typical player area in the third age is quite busy, but it's actually a fairly streamlined and simple game with a good strategic depth.
A typical player area in the third age is quite busy, but it’s actually a fairly streamlined and simple game with a good strategic depth.

There are a number of pretty interesting effects and mechanics that make up the whole of the strategic play and while the pick and pass mechanic is simple, the choices you have to make are not. Simply put, whatever you don’t choose someone else can get, while simultaneously anything you play into your own play area might later help your opponents as many buildings allow players to gain advantages based on what their neighbors have constructed. It’s essentially a tug of war, you build what you need, while trying to deny your opponents what they need and avoiding building things that could help them later on. You want to get your wonder built as quickly as possible as it typically scores you points, earns you money and sometimes has some sort of beneficial game-play effect as well as freeing you up so you can focus on building other advantageous point scoring buildings.

Points are calculated at the end of the game, hence you aren't really 100% sure who is winning or who is going to win until the final card is played and the score tallied.
Points are calculated at the end of the game, hence you aren’t really 100% sure who is winning or who is going to win until the final card is played and the score tallied.  Sometimes it feels like there is a bit too much going on simultaneously.

There are other mini effects in the game, for example at the end of each age there is a battle that takes place between you and your neighbors on your right and your left of you. The winner of these battles is the player who raised the bigger military (red cards with combat strength) and you gain points for each victory in increasing values as the ages go up. There are many little “quirks” of point scoring in the game which force you to think about how the game is going on the whole for everyone, so you’re not only concerning yourself about what your building but what your opponents are building and how that compares to you and each other.  Most of the interaction between players comes in this form, which is to say, the interaction is pretty minimal.

Gathering resources to build Wonders is critical, but ultimatly a let down as most players will have their wonders built by the first or second age.  The  urgency and epicness of building a world wonder really doesn't come through in the theme.
Gathering resources to build Wonders is critical, but ultimatly a let down as most players will have their wonders built by the first or second age. The urgency and epicness of building a world wonder really doesn’t come through in the theme.

This game reminds me a great deal of Race for the Galaxy in that, players are all doing their own thing, but you’re keeping a close eye on what your opponents are doing because their choices can open up strategic options for you. For example a player builds a building that produces wood, so you counter by building a trade building that allows you to buy that wood from them cheaply. With access to an additional wood you might be able to complete a more difficult building later on, which in turn earns you an advantage like earning points off of certain types of cards your other neighbor played. It can get pretty tricky, decisions can be tough and even a single mistake can put you at a big disadvantage. You would think with such a simple mechanic as pick a card and pass, the game would move quickly but people get hung up on tough decisions quite frequently.

I can’t say I was blown away by the game, but card games rarely ever blow me away as the mechanics of card games are often quite toned down compared to board games and 7 Wonders is no exception. I think it’s a clever game and at about 30 to 45 minutes regardless of how many players you have  it’s a pretty fast game with plenty of strategy and tough decisions to be made, all the marks of a good game. There was nothing in the game that stood out for me, either negative or positive that is worth mentioning, though I can understand it’s popularity but as I suspected (and perhaps it is the reason it took so long to get it played) it’s not really my type of game. At least it’s nothing I plan to put into my collection, though I have absolutely no objection to playing it, it’s a fine Euro.

7 Wonders is a clever game,, but it's no Race For The Galaxy.  It does make better use of Iconography which makes it easier to teach.
7 Wonders is a clever game,, but it’s no Race For The Galaxy. It does make better use of Iconography which makes it easier to teach.

It has quality components and it does avoid some of the designer pacing problems many such card games have, it’s clear the impact of the streamlining movement in board and card games has been used to good effect here. There was much more that could have been added to the game that would have been unnecessary, it’s focused and to the point and that’s what you want out of a solid Euro card game. In fact I found that the expansions seemed to be mostly unnecessary burdens on the game, for example the Leaders expansion added another type of deck that is used in the game and while interesting and certainly not overwhelming, It really didn’t alter the game a whole lot. It just added “one more thing”. I suppose for fans of the game this would make for a good expansion, but I didn’t really see any reason for its addition, it didn’t improve the game in any meaningful way.

It’s become common practice now to use heavy iconography in card games and 7 wonders makes good use of this approach, in fact, having mentioned Race For The Galaxy as a comparison this game had a lot of the same sort of complexities mechanically but the Iconography made it a lot easier to understand than in Race for the Galaxy, which really helped the game a great deal. It’s less of a bear to teach than Race as a result.

The art style is rather bland, in particular given the subject matter which offers a great opportunity to really embellish. I’m not entirely sure the theme came through particularly strong in the mechanics and it got little help from the art, so to me it felt more like a point scoring game with clever mechanics rather than a game about building wonders of the world. In fact the only thing that gives you the impression of “wonders” are the stock player boards with the actual wonder your building, the only place where the art rose out of acceptable into the pretty. Had they taken the opportunity to use the same attention to the art on the cards, you might have squeezed more thematic presence at least visually into the game.

The art style is not terrible, but largely as invisible as the theme in this game.
The art style is not terrible, but largely as invisible as the theme in this game.

I can only conclude that like many Euro games, I like it enough to not have any objection to playing it but it’s nothing I feel the urge to add to my collection. It’s certainly not as clever as Race For The Galaxy which remains one of the few Euro card games in my collection, but it certainly is a lot easier to teach and learn.

Top 5 Most Anticipated Games in 2015

This next list is going to be all about HYPE! This list is comprised of games  or expansions I’m super excited about in 2015. All of these games are already in a playable form, some even have imminent release dates, others are reprints. Get psyched!

1. Star Wars Armada
There is absolutely no question that Fantasy Flight Games is on fire right now and Star Wars Armada is just another “holy shit I can’t believe it” product that adds to their already extensive library of awesomeness. Star Wars Armada despite just being eye poppingly awesome looking is already being described as one of the “best games ever made” by those who played it at different conventions and trade shows. That is a bold statement considering the company Armada keeps like Star Wars X-Wing and Imperial Assault.

Before the game even hits stores the expansions for Star Wars Armada have been announced.  FFG has also confirmed an extension on the Star Wars license which will allow them to include material from the upcoming movies!
Before the game even hits stores the expansions for Star Wars Armada have been announced. FFG has also confirmed an extension on the Star Wars license which will allow them to include material from the upcoming movies!

Star Wars Armada is a miniatures game, though the word “Miniature” might not be entirely appropriate as some of the ships are quite large. Like Star Wars X-Wing it is a game of space combat using the “flight system”, though the existing flight system of X-Wing has been adapted to include a unique flight tool which is used to maneuver the large ships in Armada. It’s a dice game as was X-Wing and includes a variety of cards presumably equipment, pilots and stuff like that. While it seems to have a lot of similarities with Star Wars X-Wing, the word on the street is that it’s a very different game, which is good, because X-Wing is a dog fighting game and dog fighting Star Destroyers would not make much sense. It’s also a much longer gamer, most estimates put it at around 2.5-3 hours, so quite epic in scale and commitment. I think the biggest concern people have about Armada is the price point, its … well let’s just say it, super expensive. A single box set does not appear to be enough to really get the full flavor of the game (as was the case with X-Wing) so we can expect to spend several hundred dollars on a satisfactory collection. This might hold Armada back from being embraced whole heartedly by the community but for me personally, I mailed them my credit card to save time. Yeah… it’s like that.

2. Forbidden Stars (Warhammer 40k)
The 40k franchise has been gaining success while failing miserably simultaneously. It’s miniatures business run by Games workshop reported some of the worse loses in the companies history triggering mass layoffs recently, which included mass drop in share prices and scaring the hell out of fans as they watch a beloved franchise failing. The good news is that while the miniatures lines are doing badly, 40k board and card games are going through something of a renaissance and one upcoming game in particular is building a lot of hype, Forbidden Stars.

Forbidden Stars is an epic sized war game ready to trade paint with FFG classics like Twilight Imperium 3rd edition.
Forbidden Stars is an epic sized war game ready to trade paint with FFG classics like Twilight Imperium 3rd edition.

We already got great games like Relic, Space Hulk: Death Angel not to mention the living card game conquest which has already proven that FFG can make 40k work, but Forbidden Stars is looking to top all those by a mile as it fully commits to the 40k universe with an asymmetrical design that puts the unique factions of the Warhammer 40k universe under a microscope.

Forbidden Stars is a straight up war game using the very clever command token system we saw in games like StarCraft and Games of Thrones, as well as unique card systems and a big focus on asymmetrical gameplay giving each of the factions in the game a very unique and distinct feel, not to mention opening it up for plenty of expansions. The game was recently played at the Gama Trade Show and is being reported as “awesome” building the excitement for me

This game may prove once and for all that the problem with Warhammer 40k is that it’s an awesome franchise burdened by a shitty company (Games Workshop) that writes shitty rules for games (The Warhammer 40k miniatures game). Under the right company and the right rule systems, the 40k universe is a uniquely epic game world upon which many great games can be built and Forbidden Stars appears to be the next installment that will prove that, again. The game is slated to be released at the end of the summer 2015… exciting!

3. Fire and Axe (Reprint)
Generally reprints aren’t something I get too excited for, but the truth is that Fire and Axe is one of those very underrated games that went out of print under the radar and only a lucky few where able to get their hands on it. It’s actually a fantastic game and with the update to components treatment and art style it’s getting perhaps it will get the attention it needs to rise out of obscurity.

Its getting a face lift with improved art and components, but according to the developer they are not touching the rules, they are perfect as they are!
Its getting a face lift with improved art and components, but according to the developer they are not touching the rules, they are perfect as they are!

I had the pleasure of playing Fire and Axe a few years ago and fell in love with the game instantly, but was not ever able to secure my own copy. It’s a game that is fantastically thematic, though its worth saying that the theme is less about “Viking combat” and more about “Viking life”. You raid, you trade, you settle and compete to raise wealth (victory points and gold). Still the game has atmosphere and many unique mechanics that just fit really well into this unique Viking theme. I really loved it and was hugely disappointed that I was unable to secure a copy, now with the reprint you get bet your bottom dollar I WILL have it. This game would easily make it into my top 10 list if I owned (and was able to play it) but as is the case quite often with gamers and games, you play with who and what you have. My friends have never played this game say they are not aware of what they are missing out on, something I fully intend to remedy in the near future.

If I had made a wish list of games I hope would be reprinted Fire and Axe would have been number one on that list. See… wishes sometimes do come true!

4. Imperial Assault
Imperial Assault has already been released and it is an amazing game that blends the experience and great gameplay of Descent with the thematic and charismatic Star Wars universe. A match made in heaven, one that can only get better with expansions and expansions is exactly what we are getting. In fact, FFG’s roll-out for Imperial Assault in 2015 looks to be the most well thought out and biggest one of any game they have ever put out. There is so much coming down the pipe Imperial Assault that if your already a fan of the game, you better start thinking about taking that second job.

With the paint not even dry on the release, FFG is already "assaulting" us with expanded material that doubles up the amount of miniatures, cards and awesomeness available for the game!
With the paint not even dry on the release, FFG is already “assaulting” us with expanded material that doubles up the amount of miniatures, cards and awesomeness available for the game!

The list is long and distinguished and the Imperial Assault expansions that have already been announced, of which there are many, is just a small taste of what is coming. More importantly however is the fact that FFG has kept quite a few things about Imperial Assault under raps right up to the imminent release so there is no telling what treasures they have in development. Rumors abound, but one thing is true regardless of what is coming, if you’re a fan of Star Wars Imperial Assault, you are about to have an amazing gaming year. It is the year of Imperial Assault.

5. Mage Knight Expansions (Reprint)
Like Fire and Axe, Mage Knight is a game that came and went rather quickly and it’s a huge disappointment that a game sitting in the top ten on boardgame geek, in particular one as awesome as Mage Knight is out of print! I have been waiting impatiently for a reprint for far too long and having it played it only twice was just enough to wet my appetite.

Is Mage Knight awsome?  I know don't know, does a bear shit in the woods?  Is the pope catholic?
Is Mage Knight awsome? I know don’t know, does a bear shit in the woods? Is the pope catholic?

The good news is however since Mage Knight is about to get an expansion in the near future, the word on the street is that Wizkids are going to be reprinting the game and rumor further has it that they may be working on a revised edition that will upgrade the components and art. Now it’s all rumor at this point (other than the expansion which was announced and is set to release). Given that the last print sold out in about 20 days (according to the Wizkids website), rumor or not, the odds of Wizkids putting out a reprint are quite good.

Mage Knight is a unique adventure game that takes things to a much higher level of complexity than something like Descent or Talisman and adds a number of layers of strategic depth that suck you into its bodaciously thematic game world. I put this game last on the list because its imminent reprint in 2015 has not been confirmed, but if Mage Knight is not reprinted this year it would be unquestionably idiotic of Wizkids to miss the opportunity, stockholders would be right to complain because it’s like printing money. Expect an reprint announcement any time!

Galaxy Trucker by Czech Games Edition 2007

Designer: Vlaada Chvátil

A long time ago there was a really bad movie called Space Truckers, it’s something of a cult classic now, but when I first heard about Galaxy Truckers the board game it instantly reminded me of that movie. In Galaxy Truckers players must construct space worthy ships using whatever spare components they can find and traverse the dangerous galaxy in hopes of delivering cargo to the other side of the galaxy. It’s a humorous, timed game that borders on being more a funny party game than anything you might take seriously. In fact, I’m not entirely sure there is any strategy to it at all, it’s really one of those games that is just for shits and giggles. You build your ship and hope it doesn’t fall apart on you before it reaches the goal line.

The game is broken down into two main phases. The construction phase and the flight phase. During the construction phase players are presented with individual gameboards, outlines of the ship they are going to build and a pile of tiles representing the many random components they can use to build their ships. Components include things like engines, weapons, shields, batteries, cabin quarters, cargo space and things of that nature. Spacy sounding stuff.

When a construction round begins players must as quickly as possible build there ship because a sand timer can be flipped over and started at any time by any player. Hence the faster you can build your ship the more pressure you can put on the other players. Once the timer is flipped and the time runs out the construction is immediately over.

If it wasn't for the timer constructing a functional ship would be easy, but since anyone can flip the sand timer at any time, you have to work fast.
If it wasn’t for the timer constructing a functional ship would be easy, but since anyone can flip the sand timer at any time, you have to work fast.

Constructing a functional ship under pressure is a lot harder than it sounds because each component has different types of connectors and you must construct the ship by fitting these different connectors to each other. There are three types of connectors and the square tiles have 4 sides, some sides don’t have any connectors at all. Now during the construction phase you can only grab one tile at a time, but you can grab as many as you like. Each time you want to pick up a new tile you must put the other one down, which in turn makes it available to other players. Hence the more tiles you don’t use the easier you make it for the other players to construct a functional ship. So the trick is to build quickly, efficiently and with as many of the components as you pick up.

Each component has a different function, batteries for example allow you to power different parts of your ships like shields, weapons and engines. You need crew to survive the flight so the more crew cabins you have the better. You need cargo space so that you can collect cargo so that you can earn money (the player with the most money at the end of the round wins). In essence you need a fast ship, well armed, with plenty of crew, well defended by shields with lots of cargo space. It’s a lot harder than it sounds, in fact, most of the time you end up with a half-cocked, lop sided mess that is barely space worthy.

There are three rounds in the game, the player with the most money at the end wins.  Each round has you building a bigger ship.
There are three rounds in the game, the player with the most money at the end wins. Each round has you building a bigger ship.

Once everyone has constructed their ships its time for the race to begin. During the flight phase players will be using a deck of cards representing different hazards along their flight. Each turn a card is flipped over and players must deal with whatever horrific things space throws as them. This might be asteroids, pirates, abandoned stations, trade planets, events like disease outbreaks and all manner of things all designed to blow you out of your sky. You can use your weapons and shields to protect yourself, race to the front using your engines and pick up cargo with your cargo bays.

There are several expansions for the game which adds to the chaos but might over complicate the game.  I prefer the simple base version but there is an anniversary edition that puts a couple of the expansions into a single box.
There are several expansions for the game which adds to the chaos but might over complicate the game. I prefer the simple base version but there is an anniversary edition that puts a couple of the expansions into a single box.

During your flight your ship is going to get hit by all manner of things (guns, asteroids etc..). As it does, pieces of your ship will break off (components). In order to complete the race your ship must survive, reach its destination and have at least one crew member when you get there. Largely the flight phase is kind of out of your hands, most of the things just “happen” to you and you can only hope that you did a good enough job during the construction phase that your ship will survive the hazards.

Galaxy Trucker is actually a pretty hilarious game, you naturally want to make sure the people who are going to play it with are in the right mood. If you’re looking for a serious strategy game, this isn’t it. This is a game you play for the sheer fun of it, almost like you would a dexterity game or a party game. This game has a lot of really great moments between the race to construct your ship and the race to the finish line. It falls in the same line as games like Formula D or Robo-Rally, the sort of thing you play just to have some laughs.

I really like this one, in fact, I was quite surprised how much praise it given it’s rather silly and random nature. Most of my gaming groups are at least semiserious and very few silly games hit the table, but this one has crept into our consciousness. It’s a very family friendly, really a great family board game night in a box.

Highly recommended if you want to break up the seriousness in your gaming group with a bit of silly fun.

Kingsburg By Fantasy Flight Games 2007

Designers: Andrea Chiarvesio & Luca Iennaco

Euro games are hit and miss with me, that’s no secret if you read this blog, but I had heard about Kingsburg repeatedly from a number of sources, each more reputable than the next that Kingsburg was a really great game. I took the plunge this month, so here is your review.

Kingsburg is a game in which players take on the roles of governors who must gather resources, construct buildings and protect their investment. Most of the elements of this are fairly abstract, this is a very Euro game and largely handled through an interesting take on the worker placement mechanic.

It's a very pretty game and while busy, very clear, a trademark of Fantasy Flight Games organization and quality.
It’s a very pretty game and while busy, very clear, a trademark of Fantasy Flight Games organization and quality.

In Kingsburg, the game is broken down into 5 years, during which you have different seasons in which to act. Various events transpire but you are largely doing worker placement to gain resources and then constructing advantageous buildings all while scoring points. The worker placement mechanic is represented by 18 of members of the kings court (including the king and queen herself). During each season players will roll 3 (sometimes more) six sided dice and use those dice to purchase the favor of one or more of the members of the kings court. Doing so, earns you the benefit of that noblemen and of course as all worker placement games, blocks other players from claiming that spot.

For example if you roll a 3, 5 and 6, you could secure a higher member of the court for the full amount 14, or you could split the dice up and take several lower positions perhaps a 6 and 8 (3+5). The various buildings you construct during later phases can allow you to manipulate the dice results, there are ways to get additional dice and various other benefits all forming a pretty wide variety of strategies for this ultimately pretty simple worker placement game. There are other elements including raising armies to face the threat that comes at the end of each winter, ways to manipulate turn order and a few other little moving parts.

What you construct defines what sort of strategies will open themselves up to you.  There are plenty of different ways to approach the game which is great for replay-ability.
What you construct defines what sort of strategies will open themselves up to you. There are plenty of different ways to approach the game which is great for replay-ability.

Ultimately though like most worker placement games it’s all about smart use of your workers, resource management and finding openings to score points since naturally the player with the most points at the end of the year wins the game.

I’ve got a few worker placement games under my belt now, including my favorite, Lords of Waterdeep. I really think Kingsburg stands out compared to most of the worker placement games I have played thanks to interesting inclusion of the dice into the mix, the many ways you manipulate the games positions and I in particular liked the fact that there was a lot more player interaction (which lacks in a lot of worker placement games). The board is really tight, in particular in a 4 or 5 player game so there is pretty stiff competition and the games are very clutch.

While the worker placement mechanic is driven by dice, it also drives the turn order while offering ample ways to mitigate dice rolls.  It has randomness but you would have to be pretty unlucky consistently for it to have any impact.
While the worker placement mechanic is driven by dice, the dice also drives the turn order while the game offers ample ways to mitigate dice rolls. It has randomness but you would have to be pretty unlucky consistently for it to have any impact.

I’m not sure that the game did a particular great job of presenting the theme, though the theme itself is pretty vague. I think Kingsburg art helped it a great deal to make it aesthetically pleasing and the game board itself is incredibly functional with easy to read iconography.

I’m not entirely sure I can say I love Kingsburg, I think it’s a fine game, but it has not dethroned Lords of Waterdeep for me. It’s a pretty quick game and I like that and unlike Lords of Waterdeep, it plays quite well with just 3 players. My understanding is that the expansions is well worth getting though I’m not sure I like the base game enough to actually pick it up. I don’t have any particular beef with it, but like many Euro designs, Kingsburg lands in a kind of neutral area for me. It’s got a great spin on an already established mechanic, its production quality is high and I find it appeals a lot more to kids thanks to this art style and randomness of the dice mechanic. I think given the option I would still rather play Lords of Waterdeep but Kingsburg is not an altogether shabby alternative, though it certainly didn’t blow me away.

Lords of Waterdeep by Wizards of the Coast 2012

Designers: Peter Lee, Rodney Thompson

I really love it when American companies and American designers put Euro mechanics into their games because the result is usually the best of both worlds. You get the thematic fun factor of Ameritrash games and you get the cleverness of Euro style mechanics. Some of my most beloved games are blending’s of American and European design’s, for example Fantasy Flights Twilight Imperium 3rd edition. Lords of Waterdeep is also such a game, a worker placement game thick with Euro design but layered with the fantastic Dungeons and Dragons franchise from the Wizards of fantasy themselves.

In Lords of Waterdeep you take on the role of one of the many powerful lords in the city of splendors, vying for control of the city through dirty politics, economic exploits and back alley deals. While this theme is prevalent visually through the use of Intrigue and quest cards, like most worker placement games it’s a thin visual layer rather than a mechanical link to the games theme. Sure you’re a Lord of Waterdeep, you have a card that represents who you are tucked away throughout the game that has a special mission for you but at the end of it all it’s a game about scoring points through the management of resources. This game could have easily been done with pretty much any theme you can think of, D&D however was a very good choice as it’s visually pleasing and familiar to most gamers. As a D&D fan, it really did it for me.

To win the game you must score points and like Caylus where much of the design was borrowed there are quite a few ways to do this. It’s all about those little workers representing the very limited resource you have to work with. The player that manages them the best will win the game.

Each round players will place one of their workers on spots on the gameboard represented by different parts of the city. Each spots yields a resource of some sort or allows you to take some sort of action. Typically you earn different types of resource cubes that technically represent mercenaries you hire (Wizards, Fighters, Clerics etc..). Some spots earn you money, others allow you to draw or play intrigue cards. One of the spots gets you the all-important first player token that will give you first dibs on the board the following round, while others allow you to draw quest cards which when completed by turning in the required resources earn you points. You can also place your workers on the only construction spot which lets you add buildings to the board, those buildings become new spots for workers expanding the types of actions players can take in the future, but each time someone uses that spot the player who owns the building gets a reward which is typically more points or resources.

If this looks like a Euro game to you, it's because it very much is.
If this looks like a Euro game to you, it’s because it very much is.

The key to the game is completing quests. Quests come in a wide variety of shapes and sizes from mini quests that earn you 4 or 5 points, to mega quest that can earn you 25+ points. Each quest requires a different amount of resources to complete, so managing your workers to earn those resources, to fill your quests is the most critical way to earning points. However these quests once completed often give you new special powers as well that have lasting effects so there are other advantageous to be gained for completing quests aside from points.

Finally there are the intrigue cards which are a vital interaction between players and create a great deal of tension and sometimes outright hostility. It’s how you can impact the plans of other players and it’s very effective. Often playing a single intrigue card can prevent all of your opponents from completing a quest in any given round, so if used wisely, intrigue cards can lead you to victory.

Lords of Waterdeep takes a lot of its design from the classic worker placement game Caylus, having the same level of strategic depth, but with less complexity. This worker placement game is in fact so easy that you can setup and start playing without explaining the rules and simply learning to play on the run. That in itself makes Lords of Waterdeep a far superior game to the much more difficult to teach/learn Caylus. I think the most attractive element of Lords of Waterdeep is that it’s really tight, every decision you make, every round is a tough one, but the game (when no one is suffering from analysis paralysis) moves very quickly. It’s one of the few games I have ever played that says 60 minutes to play and the game can actually take 60 minutes, even in a five player game.

The theme is thin, but the art style does give you some sense of place.
The theme is thin, but the art style does give you some sense of place.

I think in terms of worker placement, Lords of Waterdeep is probably one of my favorites right now. It’s worth mentioning that while the base game is great, the expansion, Scoundrels of Skullport adds a tremendous level of depth to the game and really pushes this into the love it category for me. It’s really a must have. Scoundrels of Skullport adds new spots on the board, new buildings, new intrigue cards and new quests, but it also adds the new mechanic corruption. Corruption effectively allows players to take advantage of more powerful effects via buildings, worker placement spots and card (quest and intrigue), but using them earns you corruption which are worth minus points at the end of the game. The trick is that the more corruption there is in the city (the more players get them) the more minus points each corruption is worth. There are ways to give players corruption and get rid of your own. This creates yet another level of hostility and competition between the players, it really becomes a knife fight in a phone booth. It’s wonderful and any fan of Lords of Waterdeep should consider their game incomplete without the expansion, it’s that good.

2012 was really a great year for board gaming, we got Star Wars X-Wing, Descent 2nd edition, Robinson Crusoe, REX, Android Netrunner. It was just amazing and Lords of Waterdeep very deservingly should have it’s name mentioned in that list. It would easily make my top 10 of 2012 and if it wasn’t for that damned Star Wars X-Wing I would seriously be considering it for the number one spot, that is how much I like it.

Highly recommend, in particular if you’re a fan of Caylus, this game will easily replace that game for you. I’m not sure I would consider it a good game based on the theme alone though, it’s quite thin so for D&D fans who played other Peter Lee & Rodney Thompson from some of their previous D&D games you should know that the theme is quite thin. This is not so much a good D&D game as it is just a great worker placement game. It’s greatness is firmly in its mechanical design and the clever interaction between players. It’s a no brainer for me, this is a game that deserves previous shelf space.