Tiny Town (2019) reviewWooden cubes have been in games since the very early days of the modern age of board gaming. They were used to represent troops, workers, resources and even viruses, plus possibly many other things. And as time has gone by, they have been replaced by more complex shapes such as the meeples, different shapes or miniatures. It's been kind of sad that they have been phased out, as we gamers have become more accustomed to having our components look like the object they are supposed to represent instead of having this abstractness. But the cube is not dead and gone, as it is still a cheap alternative for new publishers to get their games onto store shelves. Unless they're going through Kickstarter. So it's nice to see in Tiny Towns, that tip of the hat to days gone by, as the cubes are back. Replacing resources as we know it like wood, glass, straw, stone and brick with their traditional colours (brown, blue, yellow, grey, and red). These are the things that are going to be used by 1 to 6 players, to build their Tiny Towns. All in a spacious, yet claustrophobic 5 by 5 grid. The premise of the game is that players are all going to build their own town at the same time with the same resources. One player will be named the Master Builder and will choose one of the five resources. All players will have to take that resource and add it to an empty space on the player board. If you have no empty spaces, you are out of the game and will have to wait until all players have their boards filled. Otherwise, if you have laid out enough resources to match a building schematic, you can build that building. Then the Master Builder role is passed to the player on the left. There, you have all of the rules. You can now go away and play this game. And that is one of the elegant things about this game, it’s simplicity. Within a few minutes, you’ve explained the rules. So where is the fun of the game? Well, the fun lies in the different buildings that can be built. There are eight different buildings in a game that will be available, seven of which are common and the eighth is unique to each player. Even the common buildings have four different variants in the base box, apart from the cottage. This gives you some replayability as you can mix and match these buildings or take them at random. On top of that, the unique buildings come with 15 very different structures that all have unique scoring abilities and powers. At the beginning of the game you will pick out one of each of the common buildings and place their card in the middle of the table along with the large pile of individually different looking wooden buildings that come with the game .If you’re feeling adventurous as gamers, you can deal out an individual unique building to each player. These are kept secret until complete. This takes a little time as you may need to explain the scoring conditions of each building. Each card is laid out with all the information clearly visible on these large Tarot size cards. From the unique beautiful art of what the building would look like, and its associated playing piece. Plus a description of how it scores points at the end of the game and a plan of how the building can be constructed. This plan is simply a formation of the resource cubes. Once you have it laid out on your player board, the correct positions and colors of the cubes, that means that you can construct that building. Constructing the building is a simple case of placing the building you’ve constructed in one of the spaces of the resource matching the plan. Then all the resources are returned to the general pool, leaving you space to and new resources and build more buildings. This is a fantastic puzzle aspect of the game as you know what you want to build but the other players do not. Everyone has their own idea of how their city should look or functions, but due to the fact that everyone’s going to be choosing different resources yet using the same resources, can lead to some interesting cube formations. You’ll need to do a little bit of forward planning and leave yourself open to constructing two or more buildings at the same time, possibly from the same resources. Space is going to be of a premium as the game goes on. Head scratching will start with the “what do I build” to “where should I put this.” As the game goes on, you’ll find yourself struggling to construct or squeezing in resources that you don’t need onto your small little town. On top of that, how can you milk the most points out of the things I don’t need. Each of the buildings will score in different ways. Some will score points if they are adjacent similar buildings or different buildings. Others will score if they are in a particular part of the town. And the basic cottage will only score points if they receive food from one of the farming buildings. This is a basic requirement for every game. Some of the interesting buildings like the warehouse, once built, whenever you have to use a resource that you have no space for or do not wish to disrupt another formation, you can place it in your warehouse. And later on when you are asked to add another resource to your town, you can swap it out with one in your warehouse and use that instead. Of course this is a great benefit but it also has its own penalty. Like the bank will give you lots of victory points for each one that you build but every time you build one, you will have to place a resource on it and you can no longer call that resource out when you are the Master Builder. A really interesting way to screw yourself up but also pretty sure way to get ahead of the pack. With colourfully whimsical art, chunky wooden pieces and clearly explained rules and scoring conditions, this is a very well thought out production. Although the yellow and orange or red and orange building can sometimes be confusing to distinguish due to the proximity of the colour pallet. The insert holds everything in place and with baggies to hold your components separately, you’ll only be sorting out at the end of your session. A very large score pad that won't have you squeezing in digits, although they won’t be lager. With scores generally around 20 to 30 points, it will not take you long to find out who the winner is, unlike other larger group playing games. Again, games take the same amount of time regardless of the number of players. So if you are eliminated because you didn’t manage your resources wisely, you will not be hanging around long waiting for the others to wrap up. The game is basically, everyone is being dealt the same hand of cards. But it depends on what you do with them, that determines how well you score. Think multiplayer Tetris. All players have the same blocks that fall. Some players will complete line after line, gaining minimal points, where others will stack them up in hope of squeezing in that long thin shaped one. Boom. Big points. This is something you may see in Roll & Write games or if you have ever been to a convention, you would have seen the “Pandemic Survival.” Everyone's town will start relatively the same, but as rounds go by, they develop into their own thing. And this is the aspect of the game that I adore. It is a real challenge against the other players. You all have the same level playing field (if you play without the unique buildings). It is interesting to see how your town starts going in a direction that is different to your neighbours. And you will need to keep an eye on them too. To try to predict what resource you think they need and will call out, then you will be prepared to slot it in an advantageous space or start building another building to what you had planned. Or the reverse, on your turn, call out a resource you know they don’t want. Yes, there is a literal element of “screw your neighbour” in the game. You can sometimes shoot yourself in the foot. Although most of the time, you can get by. Unless you are advanced in the game. As space becomes tight, turns take a little longer, but not so long as to annoy anyone. The game has it’s restrictions, at the same time feeling very open to interpretation. With so many combinations of buildings and the way they interact, fitting them spatially on the board, plus the order that changes naturally or the resources makes this a fun battle to play with family and friends. You can also cater the game to your liking. Giving younger players the chance to mulligan up to two resources during the game. This is a nice way to get those inexperienced players the chance to challenge the more expert ones. Or maybe last a few more rounds than usual. And if you have no one to play with, there is a simple solo mode to jump on to. A small deck of cards are used to dictate which resources are available from round to round. Not as fun as playing in a group but a sweet little puzzle for those who like that sort of thing. And with an expansion coming later this year, more buildings are rule will ensue, expanding this already replayable game a little further. Technical score 9.5 / 10
Basic cubes that don't bug you and are easy to remember. Cute art and solid components, from the insert tray, to the wooden buildings. Easy to read text on cards and easy to read rulebook with examples galore. Apart from some confusion over the colours, there is nothing that I couldn’t recommend to be changed My BGG score 10 / 10 Outstanding - will always enjoy playing. Simple to teach. Simple to play. A great puzzle challenge for anyone in your neighbourhood. Playing on a level playing field is what makes board gaming great for me. I’m always left with that “I could have done that better” taste in my mouth. A great family weight game. Possibly this generation's Catan. Combined score 9.75 / 10 My cup of tea, maybe it's yours too. Try it...
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