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 And as time has gone by, they have been replaced by more complex shapes such as the meeples, different shapes or miniatures.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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Azul (2017) reviewWith three versions of the game now in print, (Summer Pavilion, Stained Glass of Sintra and the basic version of Azul) the sky seems to be the limit for Next Move Games. All three games are abstract tile placement games, share the delightful tactile feel and have had some generus buzz built around them. Winning an award or 10 in the progress, like the 2018 Spiel des Jahres and the As d'Or. Having never played the to newer versions, I cannot give you a comparison or rank the titles in any shape or means at this time. Maybe in the future this will come to pass. Two to four players will have the privilege of collecting these delightful otherworldly tiles and try to apply them on their wall. Of course this sounds very simple, but there are ways and means of collecting and attaching them to your wall, that will add a challenge. Each player will have their own plateau to place their tiles on and score their own points. While in the middle of the table, tiles will be randomly placed on a number of beer coasters, (there is no other way of saying it) to squabble over. This is technically the heart of the fun, or discomfort of the game. Planning ahead and calculating what the other players will take or discard will take up a vast amount of your gaming experience. And the great thing about it is you can still play the game haphazardly and probably still fair well by the end of the game. Making it an easy game for any level of experienced gamer. Just like anybody can slip on a pair of socks but weather there a matching pair all the correct way round doesn't really matter. So let's go back to the beer coasters. When your turn comes around, you can select one of these beer coasters and remove the tiles from it. From those removed, you can only keep one set of the same pattern. As seen as there are only 5 different patterns (or colour) in the game, you're more than likely keep one or two of the four tiles that are placed there. All of the remaining tiles will be removed to the centre of the table. The centre of the table is treated like one giant coaster. At some stage in the game, a player may decide to collect all of the tiles of one pattern from this space. As the game goes on, more and more tiles will be added to this. First player to do so will have the benefit it of being the first player in the next round. Of course it has an advantage but it also has a disadvantage explain later on. Taking from this pool can have some benefits of its own, as you can grab a greater number of same coloured tiles in one action. Totally beneficial. Also someone could leave you with no choice but to pick up large group of same coloured tiles to add to your board, which could lead to your downfall. This is one of the great dilemmas of the game. Calculating what you need and guesstimating what the others will need. Picking and choosing while forcing the other players to leave you the best scraps. This is not evident in the first and possibly second round, but as the game goes on, you will find and that this is all you're doing. Let's go back to the tiles that you have decided to keep. These will go to your individual player board, where you have a 5 by 5 gridded wall to try and decorate. But before you can add these tiles to your wall, they will have to be placed off to the side of a column that you wish to add them to. As soon as all of the tiles from the coasters and the middle of the table have been collected, this is when they can be applied to your wall. But only if you have the correct amount for the column. Each column requires a different number of same coloured tiles before they can be added to your wall. One column requires one tile. Another two tiles, three tiles, four and then five. It is only now that they can be added to the wall and you will score points for each that does. Again restrictions are in place to make the game a thoughtful, challenging and hopefully fun experience. Each pattern can only be attached to the wall all in a column that doesn't already have the same pattern. Think sudoku. Not only are you trying to get the correct colours in the correct column, but also so in the right quantities. If you do not have the prerequisite to move a tile onto your wall, the tiles you've collected it was stay in that saved space until you do have the required amount. This can lead to missed opportunities in scoring. And the hope of getting them fulfilled the next round. Observant players may take a gander at your previous rounds treasures and play it to their advantage, as I stated before, taking the things you need leaving the tiles you don’t need to collect in you negative point box... Moving onto scoring, there are multiple ways to get points from this game. These are all relatively simple, but the strategy relies on how and which spaces on the wall you fill. Placing a tile on the wall will give you a point. Adding a title to an adjacent tile will give you a number of points depending on the number of adjacent tiles, either horizontally or vertically. So as you can see, placing a tile in the right column at the right moment can give you big numbers. This is the strategy that will separate the mice from the men. But it relies on what tiles come out of the bag and onto the coasters, what tiles the other players leave for you to take and which columns you place these tiles into. To win every time you'll need to be a clairvoyant. Or just aware of the scoring strategy. Two things I haven't told you about the scoring are 1) there is a bonus chance to get extra points at the end of the game and 2) you can lose points by taking the wrong pattern or number of tiles. The bonuses are very simple. You get extra points for each column horizontal or vertical. On top of that, if you manage to add 5 of the same coloured tiles to your wall, they score you mega points as well. But the gut-wrenching part of the game is losing points from round to round. How does this occur? Going back to the very beginning, when you collect tiles from a coaster or the middle of the table, your add them to one column next to your wall. These all need to be of the same colour. And the correct amount needed for the column. If you have more than you need, they cannot be added to another column. If you have no space in a column or it cannot be added to a column due to the fact that you already have that colour attached to your wall in that row, these count towards negative points. At the bottom of your bored there is the negative point boxes. You will add these unused tiles to this one by one, from left to right. And even the first player marker, which is a tile, will go there as well (see, being first player has benefits and negative effects). When a scoring round comes along, this is when you total up every negative point that every negative tile gives you. If you miss plan or have other superior players screwing you over, this can really sting, as each box gets a little more negative. One time that this happened to me, made me hate the game immediately. If I had reviewed the game then and had been a vain critic, my rating would have been very poor. But that's not the kind of critic that I am. Everything deserves more than one chance and not be judged by its cover. Plus this is it go-to game for my wife, hence I have no choice but to play. LOL Even if you're not enjoying the game, they never tend to last very long. Normally after five rounds the game or come to a close. As the finishing condition is when one player or more has as five tiles in a horizontal line. This is very easy to achieve as the first column only requires one tile of one colour. As long as someone one fills this column each round, round six never exists. It is then that you look at your final scores to decide who the winner is. With relatively simple rules to follow and a rapid playing time, this is a perfect family weight game in a family sized box. Play loose or play it with profound concentration, the choice is yours. Chunkiness is the key. The boards are thick and sturdy. The tiles are gloriously smooth. And the sack is not bad too. Although I'm not a fan of the black cube, which you place on your board to keep your score. This sucker will slide around from time to time, with so much movement having to move and removing tiles from your board, the board with shuffle or the cube will get knocked. All very minor when you consider the rest of the presentation. Presentation is at its best in the accompanying Rulebook. Well written and well presented with plenty of examples. There is even a variation to the game. By simply flipping your player board over, you will go from a wall that tells you where to put a particular tile, to a wall where you have to decide where to put a particular tile. Still following those Sudoku rules. Technical Score 9.5/10 The game is brimming with wonderful tactile components, although it a little dull to look at. Simple rule set and quick dplaying time makes for a good family game. My BGG Score 6/10 (ok -will play if in the mood) I will hand it to Azul, that it is a very interesting game. But it feels restrictive and repetitive. You have to learn how to be good at it, with a little card counting, bluffing and of course luck. You could say the same about Carcassonne, but there's something enduring and pleasurable about building a map in my opinion. Combined score 7.75/10 Now it's over to you... Coimbra (2018) reviewEggertspiele was one of the editors to watch at the last Essen show. Shortly after, the German publisher, freshly absorbed by Asmodée, released two games that aroused the curiosity of the players: Blackout Hong Kong (soon on our shelves) and Coimbra. The latter has been available since the end of 2018 and it is only recently that I found myself on the ramparts of the old Portuguese city, transforming myself into a patron wanting to give the town all the splendor it deserves. Coimbra is a typical German management game. It stands out for its own, very colorful graphic style, which contrasts with the usual brown productions. Its authors are not the first ones since they collaborated for one to Lorenzo Il Magnifico and for the second to Grand Austria Hotel. With Coimbra, they’ve signed here, one of the best management games of the year. The principle of the game will be to score the most victory points after 4 rounds. The player boards are remarkably well done since they allow to follow the order of the different phases of the round. They also manage the different elements of the game: the resource tokens (gold and guards), the dice bases and the citizen cards recovered during the game. The main board is composed on its left side of 4 dice positioning zones. There are 4 colors of dice in Coimbra, corresponding to the 4 influence tracks in the game. After having rolled all the dice, in turn order, the players will choose a dice of color that they wish, placing into one of their 3 bases, to then place it in an area of the city. The upper part represents the Citadelle, an area where the dice are placed in the order of arrival and increasing value. The other 3 zones represent the districts of the city, the dice are placed there also in the order of arrival, but decreasing values this time. After placing them on the board, each player will pick them up, in the order they are positioned. For the Citadel, each player will collect one of the bonus tiles and earn the bonus listed on it. For the rest of the city, this is where the value of the dice becomes important. Because it represents the cost to recruit a citizen. Each is endowed with a gold symbol or guards. These are the two commercial representations of the game (wealth and influence) and the salt of Coimbra itself is there: to best place your dice, giving you the power to buy citizens without it costing too much. And the other players will not be happy with that! And would it be a surprise to say that citizens strengthen your power over the city? At the acquisition, each citizen earns you a few points on one of the four influence tracks of the game. They also allow you to trigger immediate gains to earn extra points at the end of the game or use their special action during income. This is one of the last actions of the turn, by returning the dice, it activates the tracks of influence to earn income: gold, guards, and victory points. The fourth influence is more specific. It earns travel points for your pilgrim, traveling from monastery to monastery on the map of Portugal. By reaching the places of pilgrimage, discs of your color are placed on the monasteries, to signify your passage. The majority makes immediate point, while the others earn permanent bonuses. After 4 rounds, the game is over and the final count is done. And that's all? Not really, you must add the basic game elements such as, points on the tracks of influence, points based navigation maps, monasteries triggering phases of counting. Classic elements for a management game. Coimbra is absolutely a game to test. Because for a game of this type, it brings really new and interesting mechanisms to your table. The use of the dice is really important since they will be played for their value, then for their color. The roll at the beginning of turn is essential since it will guide the choice of the players. Is it better to take a color before there is no more, knowing that its value is not interesting? Choose another color? Each choice is essential because in all and for all, each player will choose only 12 dice throughout the game! Coimbra brings a real freshness in the style. Already a graphically colorful game and with well thought out materials. The bases are in a soft plastic that fits perfectly dice. The game board is divided into 4 distinct areas with excellent readability. The illustrations are successful and stick perfectly to the colorful side of the rest of the game. The game is really different from one game to another and offers crazy replayability. The setting up makes that the area of pilgrimage completely different from one part to the other. Even if all the citizen cards will be played, their positioning will also be totally different from one game to the other. And most importantly, the turns of play vary completely because even if it is always the same colors of dice which are launched with each turn, their values will greatly influence the choices at each turn. Coimbra is one of those games that you dread to present too much, as it can seem complicated. And finally at the end of the first round, everything seems so fluid, clear and logical. You must not lock yourselves into a single strategy, but scrounge all the possible points according to the possibilities that are always open. The final count is really crazy because it allows great returns, thanks to majorities on the tracks of influences and the points on the travel cards. Go on this adventure, you will not regret it! Technical Note 8.5 / 10 Quality material, a very successful thermoforming and a good homogeneity to the graphics. The rules are easy to read and understand. Unfortunately once again, the storage is not suitable for card protectors and the same illustrations are used for different cards. My BGG Score 8/10 (to be reserved for expert gaming players) One of the best management game of 2018. By creating a clever use of dice, Coimbra offers a new and refreshing gaming experience. The game is tense until the final count that can reserve a turnaround. Combined score 8.25 / 10 Expert players, to test eyes closed, except for the reading of the rules. |
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