Tag Archives: Euro Games

BOARD GAMING SUPER WEEKEND 2021 edition!

Once a year me and my friends gather in a sleepy little village called Hassela in Sweden for a 4 day board gaming weekend. It started back in the summer of 2016 but quickly turned into a religiously observed yearly event. 4 days of non-stop eating, drinking and most importantly gaming.

This years event proved to be even more significant than any I can recall as it was really the first time things felt “normal” since the pandemic started. The Pandemic has been a literal plague on our ability to get together socialize and play games and even though my gaming buddies and I have had a game night here and their, it was always filled with this sort of tension and subtle fear of becoming infected and getting sick. Now with everyone vaccinated and at least a calm in the storm as temporary as it may be, I think it was the first time I spent any time with my friends where I never gave a moments thought to the possibility of getting sick. It was a wonderful feeling and an amazing weekend.

At this years event while their were quite a few new games that were introduced, we also played quite a few games I would consider “classics” at this point. It was definitely a very Euro-Gamy weekend, though I don’t think this was some sort of conscious or intentional thing, but rather a testament to some really great releases in the last couple of years and my groups general fondness for worker placement games specifically.

I present to you this years games in the order they were played, enjoy the list!

Tapestry (2019) by Stonemaier Games
Designer: Jamey Stegmaier

A hidden gem that seems to have been ignored by the wider gaming public, I was shocked to see so many copies available for purchase for such an amazing game released 2 years ago. Grab a copy before people figure it out!

Without question it was unanimously agreed that this was a smash hit with us this weekend, in fact we ended up playing it a second time, something we rarely do on these big board gaming weekends simply because there are so many games people bring to the event. Tapestry however was so good that playing it once was simply not enough.

Tapestry is a sort of resource management and civilization building game where players effectively try to expand their civilization through successfully exploring, conquering and inventing technologies in a very “Euro Way”. Its actually a bit difficult to describe but it suffices to say the game is oddly thematic and has this very healthy presentation that gets you into the spirit of telling a story about your developing civilization while remaining wildly abstract and extremely strategic. This is a game where thinking and planning really pay off.

Tapestry has a lot of really unique and interesting mechanics, but really I think what makes it such a great game is the simplicity of what you do on your turn and the depth to which those simple decisions impact the outcome of the game. All you do on each of your turns in this game is choose to move up on one of 4 tracks (Technology, Exploration, Science and Military). This comes with a resource cost, but each step along these tracks has a unique benefit that helps to expand your civilization. Because each player draws a random civilization or perhaps better to say “culture type” at the start of the game, their interaction with other civilization results in each player adapting a very unique strategy/approach in each game. Which again is hard to describe, its something you almost have to experience to understand. You can kind of think of it like playing chess, but the layout, starting positions and types of pieces you and your opponent get are different each game, which means that all of the strategies you tried in your last game are not going to work in this game, even though the general rule (move one piece on your turn) is the same. Each time you play Tapestry the game re-invents itself, presenting you with an entirely different way of seeing it.

It does not surprise me at all that this game has fallen under the radar as I find myself struggling to properly describe it and do it justice. On boardgamegeek this game is rated 235 which is shockingly low given BBG’s affinity for great Euro games and how good this particular one is. I have only played it twice so it would be hard to justify a full review, but my gut on this one is that it has immense replayability and depth, based on these two plays I would not hesitate to recommend it. It is a fantastic game.

Blood Rage (2015) by CMON
Designer: Eric Lang

The only 5 out of 5 stars game I have reviewed for this blog, a review I stand by, its an amazing game.

Blood Rage remains the only game I have ever reviewed on this blog that got a perfect 5 out of 5 score and as it does every time I play it, it has proven that it deserves that score and all of the accolades that come with it. Blood Rage is just straight up amazing and though I would not exactly call it a “Euro” given it’s over commitment to presentation, theme and “take that” interaction, the entire game really does hinge on smart card drafting and well timed unit placement on the board. This may have the appearance of some sort of Ameri-Trash area control game, but there is very little luck in this game, the most skillfully executed strategy will win this game every time.

It’s a brutally hard game to win and certainly players benefit from experience and player knowledge of the cards, so it can be a bit tough to win on your first go against more experienced players which might actually be the only flaw I have ever seen in the game, but in my experience it’s always a very close game and all victories are hard fought and well earned.

I love this game, naturally with a 5 star score I highly recommend it and thanks to its long term success it has been in print since it was released and you can still buy it today. I do recommend getting the 5 player expansion if you can get it (that tends to be a bit harder to find) but it plays really well with 5. While I do like the Mystics of Midgard and Gods of Asgard expansions as they add some interesting added components they aren’t really necessary and might over complicate the game a bit for less experienced players.

Vampire Rivals (2021) by Renegade Game Studios
Designer: Dan Blanchett & Matt Hyra

My gaming group and I are huge Vampire: The Masquerade fans, in fact we have been actively playing the 5th edition RPG religiously for the last couple of years, so the Vampire theme has considerable meaning to us. We have also played all of the various Vampire games that have been released in the last few years including Heritage and Vendetta.

Not too shabby, really a pretty solid collectable card game, it’s not going to surprise you but its not exactly a let down unless you are hoping for something extraordinary.

Vampire Rivals is a more traditional living card game, along the lines of Game of Thrones the card game and really this felt very much almost like a kind of “based on” LCG. A lot of the mechanics and concepts of Rivals were instantly familiar to me and conceptually it really felt like the game is driven by well established card game design principles.

I think my gaming group liked this game a lot more than I did, but this may have something to do with the fact that generally speaking collectable card games for me have to do something really unique to garner my interest. I have played dozens of CCG’s and LCG’s over the years and have quite a few on my shelf not to mention some of the digital variants I play. When I clear shelf space for a collectable card game, it’s going to have be something more than just the standard fair, which is not to say I didn’t like Rivals, it was fine, but it wasn’t like Star Wars: Destiny were after one play I was ready to whip out my credit card.

I’m sure we will play this one more in the future, but I have my doubts about it becoming a thing with us and truth be told I liked both Vampire Heritage and Vampire Vendetta much better then this one, so if we are talking Vampire based card games, I think their are much more interesting options than this one. I will however say that if you like Game of Thrones the Card Game and you also love the Vampire: The Masquerade theme, Rivals is going to be in your wheel house.

Bang The Dice Game (2013) by dV Giochi
Designer: Riccardo Pieruccini

Based on Bang the Card game which I have never played, Bang the Dice game is a Yahtzee like twist on the classic hidden identity genre of games.

Bang The Dice Game got introduced to the group a couple of years ago at the big board gaming weekend and it’s been a mandated filler for the event ever since. This is a quick, wildly erratic and mostly silly dice chucking and hidden identity game and while their might be some strategy to it in their somewhere, for our group its just an excuse to goof and have a laugh, fitting nicely in between drinks and dinner. It’s a great small group party game, hitting that 5 to 8 player sweet spot. I’m not sure if it replaces games like Coup or The Resistance for me, but chucking dice is always fun and the game requires very little explanation for it to click with even the most inexperienced non-gamer. Its as universal as Yahtzee but so much more fun.

Empires: Age of Discovery (2015) by Eagle-Gryphon Games
Designer: Glenn Drover

Age of Empires is in the strictest sense the perfect worker placement game with some meat on the bones. The eye candy deluxe version I spent my mortgage money on looks gorgeous on the table, I regret nothing!

This stone cold classic is arguably Glenn Drovers Mona Lisa, though the man is responsible for a considerable amount of board gaming history including classics like Attack!, Conquest of The Empire, Railways Of The World and Sid Meier’s Civilization.

Age of Discovery to me however is an example of taking an awesome concept like Worker Placement and perfecting it. This is simply one of the best worker placement games ever made and it was during our big board gaming weekend what I would consider a main event game where we had a full seating of six players hunched over for several hours trying to figure who had the right to rule over the new world.

Age of Discovery is really a kind of race to the new world, it’s very much all about trying to squeeze the most out of the starting conditions and whatever benefits you can gather along the way. Turn order is huge in this game and its a constant fight to be first player so that you can land those key capital buildings, resources and specialized workers. Its one of those worker placement games where there is never an absence of tough decisions. The scoring rounds too are such a critical moment where suddenly everyone is simultaneously jocking for positions in the new world and the game goes from a very peaceful and humble management of your own resources to suddenly forcefully pushing everyone out of your way.

If it wasn’t for the fact that we played so many truly amazing games, I would call this game the highlight of the weekend, but alas there was a lot of great stuff that hit the table and I would be really hard pressed to pick my favorite. I don’t really know how well this game hits with the rest of the group, but for me personally, I love this game and I’m always excited to get it to the table, it has been and will forever remain on my must own list.

The Sheriff of Nottingham (2014) by CMON
Designer: Sergio Halaban & Andre Zatz

I put this one in the same category with my beloved Galaxy Trucker, is it a good game? I have no idea, you will laugh your ass off and that is all that matters.

I have no idea if Sheriff of Nottingham is a good game or not, but I do know that it is a great time in a box. At no other time during the entire weekend did we laugh as much as we did during our play of this game. The lying, bribing, threatening and posturing of this game never fails to deliver sheer and utter silliness that has everyone in tear inducing laughter. Every time I play this game it results in some eternally quotable moments that we laugh about for years after.

If you are looking for some sort of strategy in a game like this however I think you will be disappointed, trying to play this game to win is just a silly endeavor, you just have to sort of accept and embrace the absurdity of the game, let lose and play it as it is intended, with a cocktail in your hand surrounded by friends.

I love Sherriff of Nottingham, but it’s not at all because I claim its a good game, to be honest I’m not even entirely sure we are playing it properly. It’s greatness comes from its ability to produce funny situations that has everyone in stiches and its precisely for this reason Sheriff of Nottingham makes an appearance in the big Hassela weekend almost every year.

Vampire Vendetta (2020) by Horrible Guild
Designer: Martin Mottet

There are a number of board and card games based on the world of darkness setting and while I think Vampire Heritage gives Vendetta a run for its money, this is by far my favorite take on Vampire: The Masquerade outside of the RPG.

Vampire Vendetta my gaming group discovered this year during the pandemic using Tabletop Simulator. While I find playing games online is typically a considerably lesser experience, I was pleasantly surprised by this one and one of the guys ended up picking up a real copy and bringing it to the big board gaming weekend this year.

For me Vampire Vendetta falls into the, if you love the theme, you will love the game – category of games, meaning that if you are not into Vampire The Masquerade RPG and you don’t know what a Brujah is or why vampires fight over control of cities like Chicago, this game probobly will not only confuse you but seem rather arbitrarily unbalanced. For those of us in the know however, Vendetta is a perfect execution of the Vampire The Masquerade theme, nailing that political struggle between the vampire clans that as fans we find so engrossing about the world of darkness. Yes, its just as unfair and often unbalanced as you would expect the clans to be as this game designer understood that in order to be the game Vendetta needs to be, aka, a true representation of the world of darkness, those in-equalities need to be built into the game and thankfully they are.

In Vendetta each player picks a clan and gets a limited deck of cards that represent the most classic elements of each clan. There are 4 sections of the city, one of which is the princes haven and each round players are vying for control over these sections of the city. This is done by committing action cards to the zone either face up (revealed) or face down (hidden). These aren’t full commitments because in vampire feinting an action, trying to get players to over commit and tricking them into terrible situations is what the game is all about.

Part psychology, part strategy and all horror, Vampire Vendetta just has it were it counts. Simple rules, great execution of theme, well paced, highly replayable and above all else the designer knows his audience, clearly this is a person who knows his world of darkness and this game is a love letter to it.

Definitely for Vampire: The Masquerade fans only, but if you love the world of darkness, you are going to love this board game version of it.

Coup (2012) by Indie Boards & Cards
Designer: Rikki Tahta

A stone cold classic, I can’t think of any reason why any gamer does not own this game.

Coup may be the only game that has made the table at every single one of our Hassela board gaming weekends over the years and this year was no different. Easily one of my favorite fillers of all time, this hidden identity game relies almost entirely on the psychology of its players and most of the strategy of the game is about reading the other players and knowing when you can and can’t lie about what cards you are actually holding. Simple, fast and quite difficult to win, its among the best of the Ultimate Werewolf inspired hidden identity games.

Condottiere (1995) by Eurogames
Designer: Dominque Ehrhard & company.

THE best trick taking game I have ever played and really the magic of this game is that it feels like so much more than just a trick taking game. It tricks you!

Despite its 95 release making this a fairly old game, my group discovered it only in recent years but it has become an unquestionable established classic in our group. I have never met anyone who played it and didn’t like it, in fact I have bought it and given it away three times. Everyone who plays it feels the instant need to get their hands on it and its no surprise to me at all because the game is a perfect example of extremely streamlined game design.

This is a trick taking game with a area control element, but what really gives this particular card game an edge over the virtual sea of trick taking games out there is how the cards you draw are used over potentially several rounds. Because you don’t actually know how many rounds their will be with any given card set you draw you have to always think about the fight you are in now and its importance and what fights will come next. Often you are trying to get other players to commit to battles you have no intention of winning just so you can set yourself up for future victories, while other times you are just looking for opportunities to screw people or get a quick victory.

Easily one of the best trick taking games I have ever played and thankfully this game seems to always be in print. Another game on my must own list.

Tsuro (2004) by Calliope Games
Designer: Cathy Brigg & company

I’m not the best person to ask about abstract games, its just not my bag of chips, but I didn’t outright hate it which Is my usual response to abstract games so it must be really good.

I’m not a huge abstract gamer, looking at my shelf I can count the amount of games I have in this genre on one hand minus a few fingers, but every once in a while a game comes along that I find irresistible (I’m looking at you THE DUKE).

The Duke is the only abstract game I have ever played where I can legitimately claim that I love it, it’s amazing but alas for only two players.

Tsuro however was not one of those games and though I really didn’t see anything particularly wrong with it as it was clever, simple and quick, exactly what you want an abstract game to be, it’s not the kind of game that floats my boat. It’s not an issue with the game, but rather just my general gaming preferences, in fact, I would argue that if you like abstract games, this would probobly hit the spot just right. What little I know of the genre, this game seems to have that puzzle element I think abstract gamers will love. When we played it I’m not joking when I say the game took about 10 minutes to complete, it was a very quick game.

Are you dumber than a box of rocks (2016) by AMO Toys
Designer: Joe Herbert & Dave Herbert

Its a trivia game, I’m not sure how one judges that. I mean people ask me questions all the time, it doesn’t mean we are playing a game. Its a funny gimmick.

A member of our gaming group has an affinity for pulling out odd ball games for us to try and while I find that all Trivia games are basically the same, this one in particular actually had some funny elements I think Trivia fans might enjoy. For one it was a multiple choice game, essentially all questions are answered with 0, 1 or 2. Which means that you effectively have a 1 in 3 chance of guessing right. This is a team game however and your opponent is a literal rock in a box, that has 3 sides with a 0, 1 or 2 written on it. The question is asked, the rock is shaken and your effectively competing against random chance. Surprisingly enough, it was a close game and while I will admit most of us were drinking and not exactly in top form, it was kind of funny to have almost been beaten by an actual box of rocks. Its a silly concept, but as far as trivia games go, this was actually kind of funny.

Dune Imperium (2020) by Dire Wolf
Designer: Paul Dennen

I love the DUNE books, this is easily one of my favorite science-fiction settings, but while loving the setting enhances the experience this is just a rock solid worker placement and deck building game, it knocks the sea of competition in this genre out of the water and then steals the water, because you need water.. trust me!

Dune Imperium was the only other game in the line up that was played twice and for the exact same reason Tapestry got a second go, this game is straight up amazing. In fact, while 2020 was an absolute shit year for gaming because of the pandemic, hence their was very little games played in general this year in our group, there is absolutely no doubt in my mind that Dune is the game of the year.

A combination worker placement game with a deck building/playing element, this is one of those games that has just that perfect tightness. Games are ALWAYS close, hard fought battles. The game is really well paced, wonderfully balanced, beautifully illustrated, based on an absolutely awesome theme and is just chalk full of replayability. Blood Rage currently stands as the only game to have ever gotten a perfect score from me on this blog, but if there is any game that I know of right now that has a shot at being added to that list, it is most certainly going to be Dune Imperium. You are going to have to look long and hard to find a flaw with this one, it may just be a perfect game.

Don’t bother thinking about it for another second, this is an auto-buy if there ever was one.

Stone Age (2018) by Zman
Designer: Bernd Brunnhofer

It’s bright, colorful, easy to teach, easy to learn, you get to roll dice and there is a fair amount of strategy to the game. I put it into the simple and fun category, it’s not going to change your life, but its a very easy game to get to the table.

Worker placement games are what I call “highly reliable” strategy games, meaning that, they usually don’t have a luck element and if they do it’s very minimal. Stone Age flips that, by creating not only a considerable luck element based on dice rolls, but a push your luck element with how you position your workers. You often pick spots on the board you can’t afford, hoping to score the needed resources during the round, which means that the game has this sort of gambling element to it.

It’s hard to know where to place Stone Age in light of a world filled with amazing worker placement games, in particular given that the “highly reliable” strategy games are generally considered “better” because they remove luck and put control into the players hand making them games of skill. I may be alone in this but I find Stone Age kind of refreshing. To me games should have luck in them, in particular when the game has ways to circumvent the reliance on luck through good long term strategies.

Stone Age is certainly not going to blow anyone away, in fact, my early impressions of this game when I first tried it were kind of luke warm, but I have kids in the house who love to play board games and kids love rolling dice so Stone Age is popular with them. The result is that I have played this game more often than I probobly would have otherwise with my gaming group. I brought it along this year to the Hassela weekend as an alternative pick as my 4 player game in place of Dune, but by the time it was my turn to pick a game we had already played Dune twice so it made its way to the table. In light of Dune I think perhaps people were less impressed with it, but I think its a pretty fun game and its definitely more family friendly then games like Tapestry and Dune that can feel a bit heavy on the strategy end. Stone Age has very simple and easy to understand goals, quite perfect for kids or less experienced gamers.

Batman Flux (2015) by Looney Labs
Designer: Andrew Looney

Fuck off Batman Flux!

Ok, I’m just going to say it, this game is stupid but I suppose a game designed by a guy named Mr. Looney, we should probobly not have expected much.

I know these flux games have a following and all, but to me this game was just complete nonsense. I won, I have no idea how or why, but I was just glad it ended quickly!

Gloom (2005) by Atlas Game
Designer: Keith Baker

Great artwork, funny theme and unique gimmick with the see through cards help to set the mood the game is trying to put across.

Keith Baker of D&D fame takes a swipe at making a card game about people living tragic lives, then dying horrifically to score points. As silly as that sounds, this game was actually mildly entertaining.

It’s a bit gimicky with it’s see through cards that you layer one on top of the other and it’s rather morbid theme, but its a short enough game that the exercise doesn’t over stay its welcome and it was good for a couple of laughs. A simple and quick card game filler that might be good as a camping game or something to pull out with the kids. Nothing for my personal shelf, but given the card game we had played right before, I was mostly just happy we were not playing Batman Flux!

Conclusion

Another Hassela weekend for the history books and what a fantastic weekend it was. Lots of great games were played and a good time was had by all!

Now its time to pick my favorite game of the weekend and I have to admit I struggled with it for quite a while. Certainly established classics like Blood Rage are always contenders and my beloved Empire: Age of Discovery I’m never disappointed by was in the running briefly. In the end however it was a battle between Dune Imperium and Tapestry.

Strictly speaking I think Dune Imperium is a better game from a sort of generalist perspective. What I mean is that if it’s board game night and I’m pulling out a game no one has every played, I can get everyone playing Dune reasonably competitively on the first go in no time flat and no one will be confused about what to do or how to do it. Its a game that is easy to teach, easy to learn, its actually relatively fast and while it has plenty of nuances and potential strategies, its not going break anyone’s spirit and the result of the game is going to be tight. Whoever wins isn’t going to win by more than 1 or 2 points.

Tapestry on the other hand while the core rules are relatively simple, has a metric ton of iconography and requires considerable explanation to get people going while the depths of the strategy and nuanced ways the economy works is going to have players struggling to grasp exactly how to put together a competitive strategy. Even for a humble veteran like me it took a second game before I had even the faintness clue what I was doing and I was none the less lapped by the more experienced player. At the end of Tapestry a less experienced player might score as little as 100 points while a more experienced player can break 400. The margins of victory will require everyone to have a good grasp of the game before they get close enough to make the game feel competitive.

Still ultimately my choice for favorite game of the weekend has got to be Tapestry. I don’t consider a game having so much depth that it takes a few plays to get it figured a problem or a flaw of the game. To me, good games are challenging games and I want the game to push me to figure it out, I want that challenge of learning to play a game well and I don’t mind taking a pasting from more experienced players in that process. In fact, I prefer my games that way and while it can sometimes get frustrating to lose repeatedly and not fully understand why, the rewards for cracking the nut and winning that first game always feel so great.

More than that I think Tapestry is a really diverse game. Those culture/civilization cards really re-define the strategies and possibilities of the game creating this great replayability. Dune Imperium is a fantastic game and choosing Tapestry over it should not be seen as some sort of disparagement against it, but if you asked me this morning what game I want to play right now, I would definitely pick Tapestry.

I asked my gaming mates to call out their favorites, again I generally don’t reveal anyone’s identity on the blog so they shall remain hidden masked men behind the scenes, but their picks were as followed.

Player 1: Blood Rage
This did not surprise me at all, any Viking themed game is always going to be popular among Swedes and I’m fairly certain I saw him placing an order for Blood Rage on his phone before we were even done playing. It was his first time playing the game and I do recall how excited I was about the game the first time I played it as well. It’s an awesome game!

Player 2: Tapestry
Player 2 and I share a lot of the same tastes in games and I knew when I introduced him to Dune Imperium he would love it and I think he knew when he introduced me to Tapestry I would love it. We were both right, but, I agree with him that while Dune Imperium was a very close second, Tapestry wins it.

Player 3: Tapestry
Again not a shocker at all, both player 2 and 3 are hardened veterans, they know a good game when they see one and while I would imagine Dune Imperium was also on the radar for Player 3, I think among the guys who fill their book shelves with games as a matter of religion, Tapestry got our attention and had us checking our bank account status.

Player 4: Condottiere
Also not a big surprise, every person I have ever met who I introduced Condottiere to immediately takes to it and I have already replaced my copy 3 times as a result of giving it away to friends who loved it so much I just wanted to see the look on their face when I say, “Here you go, its yours now!” Condottiere really has that natural charm of a trick taking card game that makes it a conduit for turning non-gamers into gamers.

Player 5: Condottiere
I was a bit surprised by player 5 picking this one given the field of games this weekend, but I suppose I shouldn’t be. Condottiere is on the surface a simple trick taking game, but it’s really so much more than that between the sheets.

That’s it for this year, only 360 or so days until the next Hassela weekend, I can’t wait.

Terraforming Mars 2016 by Fryxgames

Designer: Jacob Fryxelius

Terraforming Mars has been hailed as one of the biggest success of 2016, in fact, it was named Gamersdungeon.net game of the year for 2016 as well.  With all the hype and perfect 10 reviews from everyone and their mother, it stands to reason the game has a lot to live up to.

Approaching this game objectively was very difficult for me, having already claimed it as Game of the Year, you almost assume that its going to get a perfect score, so I will remind my readers that around here we do things by the book.  I chose Terraforming Mars as game of the year because that judgement is based solely on my personal opinion.  I apply zero objectivity, I simply find a game I think sets a new standard of design, one that rises above the rest in my mind and that’s the one that gets the accolades. When it comes to my review processes things get a lot more niddy-griddy and focused.

Ok without further delay here is your gamersdungeon review of Terraforming Mars!

Overview

Final Score: christmas_starchristmas_starchristmas_star (3.65 out of 5 Stars)

Terraforming Mars as the title suggests all about turning the red planet green.  Each player represents a future mega corporation tasked with making our closes neighboring planet habitable.   This is done largely through the playing of cards, resource management and tile placement on a map of mars.

The game features core mechanics like card drafting, representing the researching of technology, managing a variety of resources including the all important mighty dollar and putting elements into play both cards and tiles that adjust the planets temperature, oxygen levels and fill the planet with oceans, cities and greenery as well as populating it with all manner of life in later stages.

The game is bright and pretty and the gameboard really brings the theme home.

While this may appear to be a mutual venture, it is anything but, in fact, Terraforming Mars is very much a competition to see which corporation can make the greatest contribution to making the planet habitable and the competition is filled with nasty plays and take that moments.

Terraforming Mars is definitively stylized and designed as a Euro game, but it is far more interactive and perhaps one might even say cut throat then your typical benign Euro.  This combined with a unique theme certainly makes Terraforming Mars stand out of your typical Euro fare.

Components

Score: christmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros:  Good Quality Components, Great Board Center Piece.

Cons: Stock art on cards is very poor.  Flimsy player boards.

The component quality of Terraforming Mars is a real mixed bag and unfortunately while the good is great, the bad is awful.  On the one hand you have this beautifully artistic representation of the planet in the center stage, with a quality board and high quality tiles to go with it.  You’ll populate that board with high grade and very thematically colored cubes as well as put into play high quality cards.  In general the components of the game are sturdy and made to last and while as is often the case there are a few weak links like the flimsy player mats, all and all there is very little to complain about here.

Still there are some oddities that really distract from the general quality of the components and artistic presentation.  For one, the art on the cards themselves ranges from beautifully illustrated works of art, to stock photo’s of really random shit like a god damn white pudil that are outright ugly.  Its a very strange contrast, distracting to a point and while much of the art is fantastic, a great deal of it can only be described as not art at all, but random photo’s downloaded from facebook of peoples pets or random people standing around.  Its a shame, its clear the publisher simply didn’t have the money to maintain the level of art quality throughout the game and really does take away from the games general artistic presentation.

I’m not fucking kidding, that is a real card and it is a pudil. I could do better with MS paint in 30 seconds.

Its sadder still because the theme is so interesting and unique, yet so much is lost as a result of these very poorly chosen stock photos.  The component quality of Euro games usually takes a back seat to gameplay and longevity in my humble opinion, but in this particular case, because the theme itself is such a big selling point of the game, the card art suddenly becomes very important, in particular in the art style which detracts from the game.

You get used to it after a play or two and I can’t say I’m disappointed with the components here, but it certainly wasn’t perfect.  I may be judging it harshly, but of all the things I hate in games, stock art is among the most offensive.  Just never, ever do this.  Not unless the art has some sort of link to a TV show or movie and even then its usually not good.

Theme

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: An amazingly thematic game with a high level of connection to mechanics.  Its just pitch perfect.

Cons: Again Stock Photos, they really drain a lot of energy out of the theme.

The theme is really the biggest selling point of this game, which is very unusual for a Euro game.  The concept of Terraforming the red planet not only comes at a perfect time when such topics are being seriously discussed at NASA, but also because its so interesting to explore the technologies that apply to terraforming a planet.  Simply put, its just a really fun concept and much of the reason that Terraforming Mars was voted Gamersdungeon.net game of the year for 2016 was the theme.

The fantastic aspect of the game is that the theme and mechanics are so closely connected, the core gameplay just drips with thematic presence, it may in fact be one of the most thematic Euro games I have ever played.  As you put out cards their is logic to their existence, for example you can’t start putting out animals until the temperature and oxygen levels are high enough, or you might not be able to leverage early technologies late in the game when the planet has already become too warm.  There are also all sorts of big epic plays like crashing moons into the planet to create oceans, or lobbing nuclear arsenals to raise the heat levels.  You just have a sense of growth and progress on the planet over time and you really see it develop into a habitable world.

The asymmetrical corporations give you a sense of self adding a great deal to the atmosphere of theme as well as dynamic play of the game.

The developer has done an amazing job with a well chosen theme and above anything else about the game, the theme is really what stands out.

Its true that many of the arts, because they use stock photos kind of detracts a bit from the game, but this is more a minor annoyance than a real problem for the theme of the game.  I expect, sometime in the future we will get a much cleaner version of this game, its very obvious it was simply underfunded, which is a shame.  This is definitely a good candidate for a future kick-starter campaign or a deluxe version.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: A wide range of wonderfully connected mechanics that work on many levels with rich and dynamic strategies to explore.

Cons: A bit long, in particular at higher player counts. Might be too aggressive for some.

While the theme lives and breathes almost in its own space, much of its successful presentation and feel comes from a really wonderful combination of mechanics.

The asymmetrical corporation for starters give you a feeling of ownership and us versus them, each with unique powers that create distinct opportunities for your corporation denied to everyone else.  This creates a healthy dynamic start, while simultaneously setting the player up for a sort of position in the project at large.

Next up are the cards themselves.  I love the fact that you draft the cards and then decide which ones you want to pay for and keep.  This creates an opportunity to deny your opponents the cards they might want to take, without getting stuck with a card you don’t need (often the case in drafting mechanics).  It also creates a moment of contemplation where you plan your move and choose cards to fit your strategy, while simultaneously considering your resources and the timing of each card.  More importantly the cards themselves are great thematic representation of development and growth of the planet.  Each card is important and has a place in someones strategy and as such, there is little waste here.  Its all very dynamic and well thought out, its very clear this mechanic was heavily tested.

Not all the cards are stock photo’s, art like this is exactly what this whole game should look like. 

Finally you have the board itself and again, the mechanics and theme merge to create a perfect union as you compete with other corporation to be the first in a wide range of technology and development races.  Your pushing for every advantage, creating cities, oceans, working the temperature and oxygen levels and trying to command nature to your benefit.

There is a lot of take that in this game and things can get pretty nasty with a wide range of direct assaults, as well as positional elements on the map and the various competition races for milestone awards.  Its a pretty hostile environment given the kind of benign theme and it may be a bit of a turn of players who don’t like that sort of targeted attack mechanic.  For me personally this is a vital element that is absolutely needed as otherwise it would be a very solitary game with extremely limited interaction.  The ability to strike out at point leaders works as a natural catch up mechanic and while of course people can be mean and attack the guy that falls behind, this typically works to their detriment as its the point leaders you need to go after.  There is a thought out balance there and it’s important to recognize that it works to the benefit of the game.

Other game play elements include your tableau where you collect cards that adjust your resource production and create new actions you can take.  The flow of the game is such that in the early turns you might only be able to take one or two actions per generation (round) but by late game you could be taking 8 to 12 actions in a generation.  More importantly the actions become more and more interactive in the course of the game, creating an almost battle like system where one player might be creating microbes to score points, while another introduces microbe eating animals that eat them.  Then later someone might introduce a predator that eats animals and so the progress of life on the planet starts to take on a life of its own.  It of course does wonders for the theme of the game, but mechanically it creates competition and interaction between players.

Blue cards add new actions you can take, often they can be used in combination creating some great ways to get ahead.

The end game scoring is also a bit tricky because while points = money during the course of the game, usually raising your Terraforming Rating (a kind of point/money resources) requires some sort of set back or cost to you.  Its often more beneficial to put out blue cards that create new actions for you, or play cards that raise your resources, but these usually don’t do much for your TR which is where the real race is.  There are always trade offs, managing these decisions is really where all of the strategy and tactics of the game live, doing it well is the only way to achieve victory.

Gameplay is extremely rewarding in Terraforming Mars, you have a sense of personal growth of your tableau, you have the sense of progress on the planet as it becomes more and more habitable and there are constant realignments of strategies and opportunities that come up as you gain new research cards.   The designers have really tapped into the essence of great game-play here, when it comes to design, this game is not over-hyped, it really is a wonderful melting pot with a very streamlined and natural flow.

There is a lot of things going on, on this gameboard. Among the most important is the Oxygen and Temperature levels.

One drawback of the game is down time.  I have played it two, three and four player at this point and I have to say that the higher the point count the more down time and considerably longer the game draws out.  Really it misses the sweet spot by quite a bit, its just a bit too long even in a 3 player game it step over the comfort zone.  By the very late game you just kind of wish it had wrapped up 20 minutes ago.  I think with experienced players it will become more manageable but I don’t think I would want to play this with more than 4 players.

Replay-ability and Longevity

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros: Plenty of dynamics and asymmetrical play creates great replay-ability.

Cons: A bit heavy, a bit too long for back to back plays.

There is plenty of dynamics in the game thanks to the card play and asymmetrical corporation to give the game some longevity.   It is however a fairly heavy and fairly long game so its not something your going to pull out all the time.  After playing it three times in the course of a couple of weeks I felt very much that I needed a break from it.  I think its very re-playable so I don’t think that’s an issue, but it certainly has that weighty feel that will have you considering whether or not you want to get involved with a game that overstays its welcome my a smidget or two.

I think the biggest boon for this game is that the theme is so refreshing, so if you stay away you start to remember how cool planet building is and are drawn back to it.  As such I think this one will remain in my collection for quite a while, it has that instant classic feel to it.

Conclusion

 

Terraforming Mars in my eyes is two things.  First, its a design achievement.  I tip my hat to the designer for creating something truly unique and clever.  This is a smooth game that represents the theme mechanically so well, in particular for a Euro game which usually don’t make particularly strong connections to theme.

Secondly is of course the theme.  I absolutely adore this concept, its such an easy sell too.  The designer has done a really great job of capitalizing on the theme of Terraforming a planet, for science-fiction nerds like me this is an absolute must have in your collection.

There are a few blunders like the stock photos and a perhaps the game is just a tad bit too long with a little too much down time, but their are logical explanation for both and both can be either overlooked or over come.  Stock photos, well, you’ll just have to get used to that.  As for the downtime and pace of the game, I think with experienced players you can really shave off quite bit of the playing time.

All and all this is a great game that belongs in your collection if your a Euro game fan, a science-fiction fan and in particular if you love thematic games and the concept of Terraforming a planet interests you.  I think if you don’t like take that games, you might want to try before you buy here.  It might be a bit too much for some gamers to handle, though I would argue its definitely an important inclusion for the game.

Roll For The Galaxy By Rio Grande 2014

Designers: Wei-Hwa Huang, Thomas Lehmann

When it comes to a list of my favorite games to play, Race For The Galaxy is one that falls into the category of games that I like to call “love to play them, hate to teach them”.  That is to say, I think its a fantastic game, I will happily pull it out and play it but only with people who already know how to play.  Trying to teach Race for the Galaxy is a bloody nightmare to the point that I almost never do it.

Along comes Roll For The Galaxy, a dice based version of the same game, in the same style by the same designer.  The concept and goal is the same, build up your space empire by colonizing planets, discover technologies and of course doing it faster and better than the other guys.  Like Race for the Galaxy, Roll For The Galaxy is a race to the finish line but instead of cards, it uses a combination of tiles and dice.

Overview

Final Score: christmas_starchristmas_starchristmas_starchristmas_star (3.9 out of 5 Stars)

Roll For The Galaxy is a game of resource management and while its driven by dice, unlike most dice based games there is not that much luck involved.  Its really a game of manipulating your dice (resources) to create the most optimal engine that scores the most points.

Now the fun part about both Race for the Galaxy and now Roll For The Galaxy is that you have limited control over which phases will be played during a round and its in this roll selection mechanic much of the games strategy takes place.  You have to try to guess what your opponents will do, guess right and you can leverage their chosen actions as well as your own.  This is how you really get the edge in Roll For The Galaxy and as such its both a game of resource management and reading minds.

Like its predecessor, this game is about a space race. You have to do it faster and better than everyone else.

 

Components

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros:  Streamlined, clear and easy to understand iconography supported by explained text on everything makes learning the game easy, high quality tiles and dice.

Cons:  Player mats are a bit flimsy, the insert is too small to fit all components so you have to pull it out to fit everything.

Rio Grande Games has a mixed reputation when it comes to component quality but with b Roll For The Galaxy they really put in the effort here.  The quality of the tiles is the absolute best it can be, the dice quality is also above grade and while some of the player mats are a bit flimsy there are some nice organizational touches here that make every component very handy for streamlining gameplay.

Rio Grande has been disappointing lately. Its big success last year was re-printing a very lightly altered version of Dominion, which begs the question, why?

You have shields to hide your dice area, cups for collecting and rolling dice and there is fantastic organization of information on everything.  Really most of the components act as player aides so while the game has a lot of iconography like Race for the Galaxy did, its less confusing because the rules of each icon are always spelled out on the tile or player mat.  This makes the game very easy to reference and easier to pick up.

My biggest complaint about Race for the Galaxy is the difficulty in teaching it and this is largely due to the fact that the game has a ton of Iconography and its not explained anywhere in the player components, its all stored in the rule-book or index card requiring constant reference.  In Roll For The Galaxy they have solved this problem and its a huge blessing, deserving of all my praise.

Roll for the Galaxy is not a complex game, but there are a lot of special powers on the tiles, unique actions and a variety of special rules.  Thanks to the layout of the games components however, it all becomes second nature after a couple of rounds of play.

While there was quite a bit of art pulled from Race of the Galaxy, the majority of it is new and this was also a great decision.  The game feels fresh and the art work is colorful and themed just right even if you already own and have played Race For The Galaxy.

All and all the component quality here is really fantastic, I see little to complain about other then the player mats which are a bit flimsy and will definitely wear and tear over time.  The insert was also really bad, it doesn’t leave enough room in the box to fit everything so I had to throw it out.  Not really a big deal, but you have to wonder what they where thinking.

Theme

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros: A sense of “race” remains in the game, art work does a lot to promote the theme.

Cons: Very abstracted and disconnected in most places.

Rio Grande Games generally makes Euro style games and Roll For The Galaxy, despite being a dice based game, is very much a Euro game.  Despite its roots, Roll For the Galaxy has more theme then most Euros.  Your building a space empire, playing out improvements, technologies, installing governments and colonizing planets.  All the science-fiction bells and whistles are here supported by great art that heightens the perception.

The art is crisp and techi, but there is limited connection between mechanics and theme here. Its very abstracted.

That said the game is not really particularly thematic, its all very abstracted, though in a dice game this is a given.  Its clear that everything that could be done to make this game thematic was, but it still does not result in an overwhelming sense of time and place.  It works well as a science-fiction theme and being based on Race for the Galaxy it retains that “space race” feel, but the theme here is pretty interchangeable, it could have just as well been themed to be medevil Mediterranean trading or well pretty much anything with trading and exploration.

I don’t think this really has much impact on the game though, you don’t really sit down to it expecting a thematic experience.  Its a fairly short, strategic dice game with roll selection and resource management.  The mind games of trying to guess your opponent strategy and intended action each turn is a lot of fun, but I’m not sure how that ties into the theme at all.

Needless to say the theme is sufficient, but isn’t going to overwhelm the senses and that’s just fine.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: Great core mechanics, streamlined and fun.  The game pace and timing is just right in the sweet spot.

Cons: Very little player interaction.

I consider gameplay to be of utmost importance in a game like this as it involves dice and that is very easy to fuck up.  In fact, I would say the overwhelming majority of dice games are huge disappointments to me so when I find a good one like Roll For The Galaxy its cause to celebrate.

Roll For The Galaxy functions on several levels, its actually far deeper than any dice game I have played before to the point where I’m not sure it fully qualifies as a dice game in the sames sense that Voyage of Marco Polo or Kingsburg may arguably might be considered to be in a category other than dice game.

Voyage of Marco Polo also uses a lot of dice, but anyone who has played is unlikely to refer to it as a dice game. Roll For The Galaxy I think falls into the same category.

On the surface its a game of resource management.  You roll dice in your cup which represents your available resources or work force.  The icons on the dice determine what options are available to you although there are countless ways to manipulate the results, in particular once you get a few developments into play.  Your also managing your money to bring already used workers back into your cup for your next turn.  There is a kind of engine here you have to coordinate to ensure you always have some resources to work with and much of the strategy of the game revolves around this cycle.

On the second level you have your action for the round.  Each round you will select one of the five possible actions to take, however each player does the same thing.  Only the actions selected by the player will be triggered, and since you assign dice to actions at the start of each turn, guessing correctly what actions your opponents will take will allow you to take both your action and the actions of your opponents.  This is a kind of mini game of trying to deduce what your opponents will do, its both a big part of the strategy and fun of the game.  Guessing correctly on a regular basis means you will gain a big advantage over time, as will your opponents.  Which again flips things where you don’t want to be obvious with your actions to prevent your opponents from guessing correctly.  Its really a kind of fun mind game, it can even create a bit of Analysis Paralysis.  I really love this aspect of the game.

You make key decisions like which action to take each round behind a screen. deducing what your opponents are going to do is key to a good strategy.

Finally their is the third layer where you decide what planets to colonize and what developments to build.  Here you have another engine where you explore tiles by pulling them out of a bag when taking the explore action, then choose which tiles to develop.  This is where you will build your long term strategy, a critical component to being successful in the game as the tiles both give you advantages like more dice for your cup, ways to manipulate dice or just outright score points.  The tiles themselves are also worth points and generally the more resources it takes to put a tile into play the more its worth, but of course the longer it takes to get into play.  Its a fine balance of tough decisions requiring you to have a flexible and well thought out strategy.  It is also the trigger for the end game, once any player has 12 tiles out, at the end of the round the game ends.  So there is strategy to how fast you develop, do you go for big hard to put out tiles to score big points, or do you rush to the finish line with lots of smaller tiles.

All of these elements come together to create a very thinky, very engaging game that far exceeds the expectations you might have of a simple dice game.  Much like Race for the Galaxy there is not a tremendous amount of interaction between players, its effectively a space race to see who can do it faster and better, but the game is sufficiently short that this does not become a problem.  You’re really focused on your own stuff, but because of the role selection mechanic your always keeping a close eye on what your opponents are doing in anticipation of having to guess what actions they will take.  It works really well to keep players interested in each others progress despite not really having much you can do to affect it negatively.

I absolutely adored the gameplay in this game, it has the exact same concept/premise of Race For the Galaxy, with the same feeling, but without the overly complex Iconography to slow the game down.  Its very easy to teach and learn and its very short even with a full complement of players.  Its a really great warm up game, yet it has sufficient depth to keep veteran players engaged and interested.

Replay-ability and Longevity

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: Scales well, dynamic starts and plenty of randomization to create new experiences each time you play.

Cons: Nothing to complain about

Its really hard to measure the longevity of a game like this, but I think the fact that its a fairly short game (typically under an hour) its replay-ability ratio is very high.  I can see this acting as a warm up game for a lot of game sessions in particular because it scales so well with any player count.

The randomness of tile draws and dice rolling ensure that you are never going to play the same game twice, in fact, I would say even your strategy is very dynamic.  You are going to base a lot of your strategy on what tiles you start with and what tiles you draw, so your not going to walk into this game with a “this is how you win this game” pre-planned strategy.  Every game is different, requiring a different approach,  which does wonders for replay-ability.

Very little to complain about here, its easy to teach and learn, so you really can pull it out at any game session without fear.  It has a great dynamic start ensuring your going to be seeing the game through new eyes each time you play.  Just a good solid mechanic with plenty to explore.

Conclusion

Roll For The Galaxy has turned out to be one of the most solid titles to come out of Rio Grande for quite a while in my eyes.  It definitely surpasses its predecessor Race For The Galaxy and despite being a dice game, its a very strategic game well in the control of the player.  Lady luck plays her part but not nearly to the extent one might imagine in a dice game.

This is a multifaceted game that works on a fairly wide range of depth, yet manages to be easy to understand throughout.  It scales really well, it has a short play time that really hits the sweet spot for warm up games and there is plenty of exploration for repeated plays.

Definitely a highly recommended title for Race For The Galaxy fans and fans of dice games, but really this game is far more than the sum of its part.  This is a thinky, strategic game, worthy of the shelf space of any gamer out there.

The Great Western Trail by Eggertspiele 2016

The Great Western Trail is a German Euro game about an American tradition, the old west cattle drive and as strange of a combination as that might sound to be, the fascination with the old west actually tends to be quite strong in Europe.  In Great Western Trail however players don’t take on the roles of traditional “movie” cowboys, having shootouts in the OK coral but rather they take the more historically accurate role of cowboys moving cattle across the landscape of the old American west.

I have to admit when I first started hearing buzz about this game I was immediately intrigued, and it was quite specifically because of this more real cowboy theme.  The idea of a western based euro game about the economics of the cattle drive, as unusual of a theme as it is got my attention but even more than that was the fact that someone made a Euro game that wasn’t about Mediterranean trading or worker placement really sounded like someone finally realized that both of those elements are seriously played out at this point in game design.

Overview

Final Score: christmas_starchristmas_starchristmas_star Quarter Star(3.1 out 5 Stars)

In Great Western Trail players traverse a series of trails with a wide range of stops where they can perform a variety of activities including resource and hand management.  Like most heavy German Euros, the game pits players against each other in a very non-confrontational environment, but one rich in strategic decisions and tough choices.

With many routes to victory using a combination of some classic designs and some very new ones, Great Western Trail is an intriguing puzzle to be unraveled.

Components

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros:  Components made to last, very nice colorful art style.

Cons:  Lots of Iconography to learn and remember, player sheets are a bit thin.

Component quality coming out of European publishers has really improved dramatically over the last few years and while there is still a lot of reliance on wooden tokens, Great Western Trail boasts very high quality board, card and card board components.  There is very little to complain about here, this is a game built to last.  I would argue that the player boards are a bit thin and they are easy to damage thanks to combination of thin cardboard paper and hard corners, but of all the components in the box these sheets are the only thing that comes out a bit weak.

The game is colorful and bright, with a cartoony art style that is appealing to the eye. Of course like many Euros it’s also very busy with a lot of iconography.

Its a very colorful game with a clean, cartoony look capturing the western feeling/theme quite nicely.  Their is a brick ton of Iconography which adds a fair amount of time to learning how to play, contrary to first impressions the iconography is extremely logical and after a play of the game becomes second nature and easy to understand and remember.  By the time I was in my third game the manual stayed in the box despite the fact that even in a third game we were still discovering new elements with new iconography on them.  This clarity is needed and you’ll be glad that its there as it makes this rather complex game a lot easier to grasp in the long run.

For a Euro game or otherwise, Great Western Trail looks great on the table and while there are a lot of moving parts all of the mechanics and components mesh well in a logical easy to understand manner.  Initial learning curve aside, I think its thanks to the art style, iconography and logical combination of art and mechanics that makes this complex game a lot easier to learn and to play.

Theme

Score: christmas_starchristmas_star
Tilt: christmas_star

Pros: A good choice of theme for the mechanics in place, the art helps a lot to give it a bit of extra energy.

Cons:  The theme is largely irrelevant and pretty feather light, there are some missed opportunities.

While I love the selection of the theme and certainly the art styles helps a great deal to bring it to the table, like most Euro game the theme is a thin layer added largely to facilitate artistic choices.  I would argue that they picked a very good theme when comparing them to the mechanics, it certainly works but if you are looking to experience the old west in a board game, this one does it just on the surface at best.

There are cowboys here, but you’re not exactly going to feel like Wyatt Earp here. The connection between theme and mechanics is fairly limited.

This is a game about mechanics and while there are some interesting abstraction mechanics added to the game like the hand of cards being your cattle, buildings being stops along the trail that also has various hazards and such, you aren’t exactly going to feel like you are in a role of a cowboy here.

Given the very minimal interaction between players as well, you can’t help but wonder if they missed an opportunity in this game to create some take that mechanics.  You can’t help but feel the absence of certain elements in a  western theme game like some six shooters, sheriffs or bad guys but I suppose since those things didn’t drive me to the game it feels weird to judge it negatively for not having them.  Still its a game about cowboys in the old west given the minimal interaction, the game ends up feeling less thematic as a result.

Like many victory point mash up games, it never ceases to amaze me how a game that appears so busy and full of life is effectively a solitaire game. GWT is not as bad as Caverna, but it’s definitely in the same category.

All that said, like most Euro games it becomes very easy to overlook and dismiss the theme as you focus your energy on the mechanics and Great Western Trail is really no different.  The theme in short is really not that important here.

Gameplay

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: Dynamic setup, non-traditional euro mechanics and thinky gameplay make for a great combination.  Very good victory point smorgasbord.

Cons: No real catch up mechanics in place, pretty limited player interaction.

All games generally live and die by their mechanics but its in particular true about Euro games because they often share so many of the same mechanics and aren’t focused on theme, but thankfully in the case of The Great Western trail, there is sufficient deviation from the standard fare of role selection and worker placement that it allows the game to stand out.

There are a number of things to really like about Great Western Trail, I think the most notable however is that while its a pretty weighty Euro with a lot of strategic juice, turns are very quick and the activities of a turn are pretty straightforward and easy to understand.  The choices might be tough, but what you actually do on your turn is very simple.  Move your cowboy and perform the action on the space you land.  Conceptually it falls into the easy to learn impossible to master category and I think above all else this is the zone in which Euro games find the most comfort and simultaneously excel at.  Great Western Trail is a wonderful example of this.

Personally I been exhausted by many of the traditional euro mechanics like Worker placement, action or role selection mechanics and I think the the real strength of Great Western Trail is that its a very strategic and thinky game that does not fall back on these tried and true cores.  Instead it ventures out into some new territory which I found to be a breath of fresh air.  Its nothing I would call revolutionary, but its a new dynamic puzzle and that can be a lot of fun with the right group.

Russian Railroads is often hailed as one of the best among the Victory Point Mash up Euros, but its based on a very static, tried and true worker placement mechanic. I like GWT a lot better mainly because it does something fresh and new in the genre.

The combination of movement, hand management and resource management along the way works really well to create some really tough choices.  You sort of build up a route that works to the strength of your selected strategy for scoring points and while Great Western Trail is very much a Victory Point Smorgasbord, you do have quite a few variations on what you can go for and the initial setup is dynamic as is the way the games tokens that can affect strategy are so you end up with a wide range of variation between plays.  This of course helps with re-playability a great deal but what it really means for the game is that you can’t sit down with a strategy planned in advance, a problem a lot of Euros suffer from.  You really have to look at the board, see what buildings are available, where neutral buildings are initially placed, what workers are available, what cards are in the market place and then you can think about how you are going to do strategy wise.

One of my beefs with Le Havre is that despite its dynamic nature and simple complexity style design, it has a pattern that becomes apparent and rather predictable after several plays. GWT manages to dodge that quite a bit thanks to the many dynamic elements that really shift attention to a wide range of strategies from game to game.

While the interaction is quite thin, one point of interaction is the placement of buildings which can tax players, create stalling points and with hazards can add additional hurdles for players who put their buildings in riskier, but more profitable spots.    This really helps a lot to make the game feel like your playing with others, though the impact of their decisions still has pretty minimal impact on you.   In a lot of ways Great Western Trail can feel a bit solitaire, in particular in two player games but in 3 and 4 player games I think the games interaction makes deeper cuts and I definitely recommend to play it this way.

The personal player board is also very important in the game, what actions you unlock here and where you place your tokens on the train track are critical for getting good positioning of future runs through the trails.  There is a lot to think about and plan here.  There is a lot of investment in strategies as well so you have to make good choices throughout if you hope to win, there really are no “big moves” but rather slow and steady build up of smart choices that pays out in the long run.  For better or for worse, in Great Western Trail it can be pretty hard to catch up if you fall too far behind as players who make wise choices will get momentum that is difficult to halt.  In a lot of ways Great Western Trail is very much about building a functioning engine which acts as a sort of race and its in this that the competition and tension of the game really exists.

When and how you unlock your personal player board actions is really important to a good long term strategy. There is this mix between long term strategy on the player board, several moves ahead strategy of your hand of cards and turn to turn strategy with your movement. The combination creates a lot of tough decisions.

I think the inability for players to do much to slow down a player with a lot of momentum kind of hurts the game.  You can find yourself about halfway through the game falling hopelessly behind or watching one player get far ahead and effectively have to play a game to its conclusion knowing who will win since mid game.  Its hard to say how often this would happen in a game of experienced players, I would venture to say not very often, but given that the game takes about 30-45 minutes per player in a four player game, if you are 1.5 hours into a 3 hour game and you already know who is going to win with no way to stop them it kind of spoils the tension built up at the start of the game.

With all that in mind I have to say that I really enjoyed the thinky elements of the game mechanics.  For a victory point focused Euro, this is a really good one and I have played quite a few at this point.  Given options like Russian Railroads, Voyage of Marco Polo, Terra Mystica or the always popular Caverna, I think I prefer Great Western Trail, if for no other reason than the fact that its not driven by rather stale and over cooked worker placement mechanics.

In Great Western Trail what you are going to do isn’t just a question of this turn but this and perhaps even the next run.  You have to be able to see your actions many moves in advance and there is a bit of luck and risk vs. reward elements here so you can take some chances.  There is a lot of satisfaction and reward for good decisions and I think Euro gamers in particular will find a lot to love in Great Western Trail.

Replay-ability and Longevity

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: Dynamic starts and dynamic draws of tiles and cards create a fairly wide range of unique games that will drive strategies, creating plenty of longevity and replay potential.

Cons:  Victory Point Smorgasbords generally have a fixed shelf like getting boring after X amount of plays.

I think the most important element of a game with limited interaction is to find a way to make itself re-playable.   In my experience, the less player interaction there is in a game the less likely it is that people will find any real longevity in the game.  That said Great Western Trail does a lot to curtail this problem with its dynamic variations in setup and general “draw” elements, with its card management and tile reveals.

I’m not sure how long this game will stay in my collection, but I do believe that a game like this will wind up being someones favorite just because it really does have that spark of strategic depth and thinkiness I think a lot gamers enjoy.  I always say that I don’t really understand why people are so captivated with victory point smorgasbord games, but they are and games like Russian Railroads for example see a lot of play and are beloved by a lot of people.  I think Great Western Trail does very well in this genre/style of gaming, so much so that I actually like it a great deal more then most of the games of this type I have tried.

I have to admit part of the reason why I like this game is that I like the theme and while strictly speaking the connection between theme and mechanics is not particularly strong here, I’m still drawn to it.  I think Great Western Trail is one of those, right people, right occasion type games where if you bring it out with the right group they will love it and want to play it repeatedly while other less Euro centric gamers are likely to find it difficult to get through even the first play.  Great Western Trail won’t have that wide, for all gamers, appeal.  Its a niche product, but one I think people like this genre of games will want to play repeatedly as there is a ton to discover and unravel here.  There are many challenges and interesting puzzles to solve and its going to take a great many games to truly master this one.

This is a Heavy Euro with a ton going on, its definitely not for the feint of heart but all things considered I found that people will have that “aha” moment much sooner then what appearances might suggest.

I think the biggest boon to this game is the fact that it has a higher level of complexity but relatively simple round structure and I found that after my first couple of plays I still wanted to go back to try out the many other possible strategies and approaches to the game so I definitely believe there is plenty of longevity here.

I would also argue however that Victory Point Smorgasbords in general play themselves out and I would imagine at some point this game will make an exit from my collection, but I don’t think its going to be any time soon.

Conclusion

Great Western Trail is simultaneously a traditional Euro style victory point mash up and a uniquely styled game with fresh mechanics and interesting approach.  Like many Euro games I find its a bit short on player interaction and I see that as a problem with many of my gaming friends who want to have mechanics that interfere and obstruct each other as part of a gaming experience.  To me however you don’t buy and play a Euro game if you have issues with limited interaction and to be fair there are plenty of games that I like that have virtually no interaction like Race for the Galaxy for example.  This in its own right is only a negative for people who have issue with it and I really don’t.

That said I do believe there was some missed opportunities in Great Western Trail as a “cowboy” themed game for more direct interaction.  Its a Euro through and through and if you love Euro’s you will likely enjoy this game.  I think its component quality, art style, clever mechanics, dynamic nature and fresh approach work together draw just enough interest to squeak into my personal collection.  I’m drawn to it, I want to play it again and I think that’s a good sign as this is rarely the case for me with Victory Point Mash up Euros in this style.

Great Western Trail is a fun game, its unique within its own genre and while I would rate it as a heavy euro, its considerably easier to teach within its class among games like Terra Mystica, Russian Railroads and Caverna.

I recommend this game for Euro fans for certain, but I think unless you already have an affection for Victory Point Mash ups you should probably skip this one.

Russian Railroads by Z-man Games 2013

Designers: Helmut Ohley & Leonhard “Lonny” Orgler

Final Score: christmas_starhalfstar (1.6 out 5 Stars)

When it comes to worker placement games there are lots and lots of options and lots of variations on the mechanic , proven by the countless designs that have flooded the board game market in the last few years. Worker placement games and games with worker placement mechanics have become practically a staple go too mechanic in design today, in fact there are so many that I will be doing a top 10 worker placement game list in the near future.

Russian Railroads definitely caught my interest very early on but I was very wary of the reviews of this game because while it scored high with most reviewers, the common underlining comment was that the game had virtually nothing to do with railroads thematically. Being a big theme guy, this really was a bit of a turn off but thanks to the wonders of digital platforms and the magic of Yucata.de I was able to play many games of Russian Railroads online and it’s now time to review this beast in all its glory.

It’s important to note however that this will be one of the first games I review based on digital (online) play only and while I personally think this makes absolutely no difference with the exception of discussions about component quality, some might differ in opinion about that so in the interest of full disclosure, well, there you have it.

Overview

Russian Railroads puts players in the role of a train company manager using a very classic and very standard worker placement mechanic. In fact, Russian Railroads as a game can be described without any extra wording as a worker placement game as this is what it is, nothing less and nothing more. To win you must score points, the abstracted representation of success and to score points you must wisely use the wide variety of worker placement spots to advance your railroad business. Whether its upgrading your trains, hiring engineers, building tracks or advancing your factories, most elements of a railroad business is represented here. Abstracted to be sure and without a game map commonly found in Railroad games, Russian Railroads is like many worker placement games, a race for victory points through resource management. Your main resource being of course your workers, the lose representation of your workforce and effort as a company. Sounds pretty thematic on paper, but does it hold up in play?

It looks like a worker placement games, plays like a work placement game and is a work placement game, no more no less.
It looks like a worker placement games, plays like a work placement game and is a work placement game, no more no less.

Components

Verdict: christmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros: Colorful art work, streamlined easy to understand iconography.

Cons: The art work goes to waste on a game which fails to connect its theme and gameplay rendering the thematic art work pointless.

Again, since I did not ever hold the actual copy of the game in my hand, I can’t comment much on the quality of components here other than the art and aesthetics of the game. I have confirmed with several friends and colleagues who told me they were very satisfied with the components, calling them sturdy and built to last. No real surprise as component quality has become less and less of an issue with published games from well-respected companies like Z-man games.

I don’t ever place much emphasis on game components when it comes to worker placement games, typically you’re dealing with cubes and meeples and Russian Railroads is no different. What is absolutely vital for Russian Railroads is the art work, it’s vital because this is the only link to the Railroad theme the game has as many reviewers point out and I can confirm.

Its colorful and looks nice on the table, you can't fault its aesthetic appeal, but like most Euro games its not going to blow you away.
Its colorful and looks nice on the table, you can’t fault its aesthetic appeal, but like most Euro games its not going to blow you away.

The only real connection between game-play and theme in this game is the fact that the pictures on the components, depict, railroad stuff. You have engineer and train tokens, there are pictures of railway tracks and components that look kind of like railroad blocks. Suffice to say however while the art work is good, it’s insufficient to carry the games theme without the thematic connection to the gameplay which I will cover more in the theme section of this review. The important thing to note here is that the art is creative, colorful and the iconography clear and streamlined to relative simple identification once you get the jist of the iconography patterns. It doesn’t take long before you can easily identify the meaning of everything on the board and card and or deduce the meaning. In this regard Russian Railroad does a great job and I certainly give it credit for making this simple.

The components can be said to pass with flying colors and on par with what you can expect from a great company like Z-man games. I put very little weight in this part of the game reviewer and so its impact on the final score is very minimal but I’m very happy to see the days of Euro games with ugly artwork and flimsy components is well behind us.

Theme

Verdict: christmas_star
Tilt: christmas_starchristmas_star

Pros: Railroads are a cool theme that doesn’t scare off casual players.

Cons: The theme is just a ruse; this game has very little if anything at all to do with Russia or Railroads.

While again I would not place theme in the forefront of a worker placement game, when you choose a popularized theme like Railroads you are in essence banking on players choosing this worker placement game over others because of the theme. In a sense there is a bit of trickery here because Russian Railroads has about as much to do with the railroads thematically as a railroad themed deck of poker cards. Sure there are pictures of trains on the cards and game board, but mechanically speaking the game is so far removed from the theme it actually makes it feel a bit scandalous to use it.

Suffice to say this was a huge disappointment for me in particular since I love train stuff and I’m always on the lookout for an interesting take on railroad themed games. Russian Railroads is so focused on being a worker placement victory point puzzle that any element of the railroad theme gets virtually washed away and really even the game board itself from an artistic stand point is quite unclear what exactly the abstractions are supposed to be representing. You place workers on spots like 3 black spaces which allow you to move your black colored track, which I guess mean that you are building a section of the rail and the different colored tokens are different speeds or quality of rails? I don’t know, it’s all quite fuzzy even as an abstraction it makes little connection to the theme and even the manual makes little effort to explain or justify any element of that theme.  Its a all business Euro, you put down meeple workers to score points, what anything represents has little explanation or point to it.

Since there was a grand total of ZERO Russian things in the original, I don't really understand the point of adding a German railroads expansion.
Since there was a grand total of ZERO Russian things in the original, I don’t really understand the point of adding a German railroads expansion.

At the end of the day, the theme here is almost completely non-existent, this game is a worker placement puzzle, you will not get to do any fun train stuff you might hope for given the cover and the claim on the box where “Players compete to build the largest and most advanced railway network”.   Given that the extent of competition is that you are denied a spot to put a worker when someone else already put one there, its hardly a competition.  Yeah ok, abstractions are abstractions, but I guess what I’m saying is that there is no sign of the economic, construction or chu-chu part of the railroad theme here. It’s a game about railroads because there are pictures of railroads on the game board and that really is the extent of the connection.

I think the disappointment comes mostly from the missed opportunities to leverage such a great theme.

Gameplay

Verdict: christmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: There is considerable variation in how the game plays with different amounts of players remaining as interesting with 2 players as it is with 3 or 4.

Cons: Very bland and basic worker placement mechanic with very few dynamics or surprises.

One would hope that a game that lacks theme makes up for it with great gameplay, in fact as far as worker placement games go, traditionally this is the case. Unfortunately Russian Railroads is banking largely on the popularity of the mechanic so heavily it fails on every other level to innovate or even make use of more updated existing innovations of the mechanic. It basically takes the core concept from its earliest conception, placing workers on spots that score points and takes it no further.

Before I start bitching, the good stuff. This is a solid implementation of the classic worker placement mechanic as far as the options you get. It feels tight and every action you take really counts, so you are put to some fairly difficult choices at times, though this sense of tough choices is short lived. It is a puzzle and a fairly complex one, which offers players plenty to experiment with and explore, which in turn makes the first few games of Russian Railroads pretty interesting for fans of worker placement games in particular. In fact, this may be the most complex and involved victory point mash I have seen yet and while it fails to inspire a theme or innovate in its genre by adding something new to the table, it does what it does very well.

Unfortunately that is not enough to carry the game,  it really landed very flat with me. In fact I think if you have played Voyage of Marco Polo, Lords of Waterdeep, Pillars of the Earth, Stone Age.. even Caverna, you will find the worker placement element of this game fairly bland and uninspired both from gameplay perspective and an objective design perspective. Sure it’s an interesting puzzle as all worker placement games generally are, but there isn’t a whole lot more to it, there is no dynamic or shifting options from game to game,  what you see on the surface in the first game is all there is and all there ever will be. Once that puzzle is solved, there really isn’t much else to draw upon.

The game really does boil down to you placing down workers and collecting victory points, there is almost nothing else going on in this game. Worse yet is that there are obvious patterns of play every round, where one player will grab the first player spot, one player will grab the money spot and one player will grab the available engineer, elements of the puzzle you will catch onto quickly in particular when playing with experienced players that know what they are doing. This pattern repeats itself in a round robin circus as this is the one and only good opening move to make in almost all cases and your order in this sequence determines which of the three choices you will make.

Sure there is some variance, occasionally an engineer is not worth taking, or you might be better of grabbing one of the other spots over going first next round or taking money, but in as a whole there is a sort of sequence of uninteresting events that open most rounds. From there you’re really just grabbing whatever spots are available that enhance the strategy you chose pretty much at the start of the game. Which brings me to the other problem, in almost all games once you figure out what Engineers you will get based on the round robin sequence you can calculate in advance you will know what strategy you will go with to the conclusion of the game and in essence prioritize what spots you will take each round with your workers. The strategy really then becomes about trying to figure out what your opponents strategy is (or will be) and taking beneficial action when you can and taking action to deny your opponent beneficial actions when you can’t take one for yourself.  I guess this is what qualifies as competition in Russian Railroads, but it feels less like a competition between Railroad Barons and more of a competition between two mathematicians.

Sure there is some interesting choices now and again and certainly when playing with experienced players this puzzle can become fairly complex and sometimes even dynamic. It isn’t enough to carry the game though, in particular since any choice you make will have some form of alternative so while you can sometimes slow opponents down you really can’t stop them. Experienced players will generally focus on simply finding the fastest route to their method of scoring and among experienced players the game really becomes more of a race.

This may draw some interest at first as you try to figure out the pattern in the novelty of it all, but after a couple of games you will have unlocked the puzzle and the game really becomes a monotonous game of choosing from many choices with one very obvious best option you must clearly make each time your action comes up. You feel neither like an operator of a railroad or like you’re making decisions and more like you are working according to a pre-ordained plan adjusting only when someone does something unexpected, typically when a less experienced player makes a mistake or a more experienced player catches on to your strategy and diverts his attention to blocking you rather than doing something beneficial for his own strategy.

If you really must try it, save yourself some money and try it for free at Yucata.de where you will find a great implementation of the game.
If you really must try it, save yourself some money and try it for free at Yucata.de where you will find a great implementation of the game.

The novalty wears of quickly with Russian Railroads. It’s unfortunate that Russian Railroads did not leverage some of the more interesting worker placement mechanics that came before it like Lords of Waterdeeps quest cards and Lord cards which could easily be adapted in Russian Railroads as Baron cards and mission cards just as an example. Instead Russian Railroads went with the very stuffy and largely uninteresting ultra-simple worker placement mechanic with little else driving it or evolving through the course of play. Other than the very limited engineers you don’t unlock anything interesting, there are no deviations, or randomized elements to mix things up and for the most part there is kind of a packing order of devolving options, getting less interesting with each passing round. Very dry stuff.

One of the big failures of Russian Railroads as well is that it’s really tough to catch up and very unfriendly to beginners, if a player gets ahead on points, in particular on the points earned per round where its cumulative, a game can be effectively over halfway through. This is something that happens quite easily in particular when experienced and inexperienced mix making this a poor choice for mixed groups.

You ultimately want to play with already experienced players, but as you’re showing people how to play they are going to have to drudge through 2 or 3 games before the strategies kind of click into place and they can offer something that resembles competition for you. Worse than that though is that the game is not intuitive despite being very simple, so it takes a couple of games before you have any idea how the engine works and it’s easy to make a mistake that will take several rounds to correct by which time, again, you are so far behind that the game is effectively over.

In the end the conclusion is that pretty much every worker placement game I have played in the last 10 years has better game play than this one and no one is more surprised than me because this game rates so high with so many reviewers and gaming communities. I was really kind of hoping to have found a gem in the rough. In particular something coming out of Z-man games.

Replay ability and Longevity

Verdict: christmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: You can play it for free on Yucuta.de with a wide variety of opponents of different skill levels allowing you to explore replay-ability of this game to its fullest extent.

Cons: You discover the game has virtually no replay-ability and thank Yucuta.de for saving you some money.

Another huge fail in my opinion and as a worker placement game this will have the greatest impact on the game’s final score. In short, there is very little longevity here.  After you have played this game 2 or 3 times there really is nothing of interest that will either surprise or delight you. I played this game at least 20 times to be sure, in fact I kept hoping that at some point I would discover some new strategy, some new puzzle piece or string to pull on but in the end it really is kind of a shallow game. I can’t recall a single memorable moment or a close game that wasn’t pre-ordained early on, In fact by round 2 or 3 I knew whether I would win or lose in most games and the final rounds where players largely just going through the motion.

I suppose the one nice element of the games replay-ability is that the game really changes a great deal when you play with different amounts of players. It’s a very different puzzle as the boards themselves are actually different for different player counts with 2, 3 or 4 players, so you could conceivably extend its life and explore the new challenges different amounts of players produce. In the end though, there just isn’t enough variation in the game to sustain multiple replays, given that there are so many wonderful worker placement games with innovative and interesting mechanics, a simplistic and straightforward variant like this really just doesn’t hold up.

Conclusion

Russian Railroads is a highly acclaimed and often well-spoken of game but like many Euro games I have a tough time explaining why that is. Like Settlers of Catan, Agricola, and Puerto Rico it just falls into that category of games where most people seem to love them and I just don’t. I really think as you read this review you have to consider the reviewer. If you love Agricola and Puerto Rico and don’t understand why someone doesn’t, Russian Railroads might turn out to be a great pick for you. I do think it’s worth pointing out however that there is a difference between disliking a game and objectively believing it’s a mediocre design. For example I do believe Agricola and Puerto Rico are or perhaps better to say were innovative designs for their time, If I reviewed them I would expect them, despite my dislike for them, to get good reviews from me. I guess the point I’m making is that I didn’t just look at Russian Railroads and decide I don’t like it and gave it a bad review, I think it really does lack the elements that great board games have. Whether I like it or not.

Russian Railroads is neither innovative, clever or interesting and I believe very objectively that it’s just not a very well designed game.

Sure it has good structure, it’s streamlined and balanced, but that’s not a selling point of a game in today’s world of designer board games, that is an expectation from every game. These are automatic. A great design must be innovative, must add something to the genre, must have some dynamics and cleverness to it. None of those descriptive terms can be applied to Russian Railroads, it is by very definition of the word a very status quo game, relying on the most basic elements of worker placement game design. Worse yet its implementation is so far removed from the theme, there is hardly a point of pretending that its somehow relevant to the game.

I can’t recommend this game, even to worker placement fans. The list of fantastic worker placement games is long and distinguished, Russian Railroads is just not among them.