Millenium Blades – Again! Revisiting this game from 2017, in a new format for me – Teamplay

Millenium Blades first hit the shelves in 2017 – and it was a mind-bender of an idea.  Let’s play a CCG like game that puts people in an imaginary universe where people battle in a CCG tournament!  It was a big hit here once I discovered it, but as things often do, faded a bit into the recesses of the Gaming Basement closet as newer games arrived on the scene.

That being said, my well loved copy remains in the collection and does get an occasional play or two each year – usually as some sort of special event.  It’s the sort of game that you often need to plan around (well, at least for me) – and it helps to have the right group of people for it.

There has been a fair amount of buzz this year around the game as the publisher just had a successful KS campaign with a new version that includes all of the expansions for the game.

(link here)

As the graphic says, you should still be able to head there in the near future for pre-orders…  If you’re unfamiliar with the game, I’ll reprint most of my review of the original version – and then afterwards, I’ll talk a bit about the game we just played this April… using a format that was new to me – the team game.

Millennium Blades (2017 Review)

  • Designer: D. Brad Talton, Jr.
  • Publisher: Level 99 Games
  • Players: 2-5
  • Ages: 14+
  • Time: 2-3 hrs
  • Times played: 15+, with self purchased copy

millennium-box

Millennium Blades is subtitled as a “CCG Simulator Card Game”.  In this game, players take on the role of world famous CCG tournament players.  They are all competing to be the world champion at Millennium Blades, this particular world’s most popular collectible card game.  According to the designer, this game was designed to re-create the “excitement, desperation, discovery, hope, dread, and camaraderie” of playing an immersive CCG.

The boardgame of Millennium Blades is played over three rounds.  Each round is broken up into a twenty minute real-time deckbuilding phase and then followed up by a tournament phase where player pit their created decks against each other.

As you would expect from a CCG-simulator, there are a bunch of cards in the box – there are more than 500 different cards in the box – split up into a core set and many different expansion sets.  Each player will start with a starter deck comprised of 9 cards.  The cards available in any given game allow for supreme variety.  The core set of cards is always included in the deck.  Then, players must choose 5 of 11 expansions, 4 of 9 premium sets, 3 of 8 master sets – these 12 sets are all shuffled together with the core set to form the Store.  You also choose 5 of 10 promo sets that are used in other parts of the game.  Each of these sets varies from 6 to 12 cards, but the permutations are nearly endless.  Needless to say, the total card set will be different each and every time that you play.

Each of the cards has a common format (As you would expect from a CCG).  In the upper left is the star value – which can vary from 1 to 10.  Under this is the set icon – this tells you which expansion set the card comes from.  Next is the Element – each card belongs to one of six different elements and then the Type – again, there are six different Types which the cards are split up in to.  Finally, the last icon on the left tells you the general rarity of the card (i.e. is it a core card, expansion, master card, promo, etc).  Then, the rest of the card is typical of CCG formats with title at the top, big piece of art which is pretty to look at and then a printed action on the bottom portion of the card and usually some italicized flavor text which also has no effect on the game but is generally amusing to read as you think about how much time someone spent trying to create the specific mythology of that game/expansion.

The back of each of the singles also follows a similar format – with the exception of the core cards.  The core cards simply say Millennium Blades on them and have no other icons.  All of the other expansion cards have two sets of icons – a left column telling you the general distribution of the Types in that expansion and the right column telling you the general distribution of the Elements in that expansion.

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Each player gets a two-sided player board – one side used in the deckbuilding phase and one in the tournament phase.  There are also two large gameboards placed in the center of the table.  One is for the store – the huge deck of 276 cards is shuffled and placed at the top of this board.  Then nine cards are dealt face down to the nine spaces of the store.  The card backs are all different, reflecting the different expansion sets in the game.  The card shown on the other side represents the one rare or desirable card that you would have picked of the booster pack if this were a real CCG.  The bottom of the store board is the area for card fusion – there are three different booster decks which are placed here for this purpose.  The other board has twelve spaces on it which represents the aftermarket.  This will be used in different ways in each of the two phases. There are also spaces here for the two meta-decks, each only 6 cards.

Store Board

Store Board

Aftermarket Board

Aftermarket Board

Each player chooses one of the six characters in the game and chooses/is given a starter deck.  Be sure to read both sides of your player cards as each character comes with a unique ability to be used in each of the two main phases. Each player also takes a set of Sell Tokens as well as a set of Friendship cards – and now, after about fifteen minutes of setup – you’re ready to start!  Again, remember, that you will be playing three rounds in the game, and the goal is to have the most Victory Points at the end of the game.

Friendship cards!

Friendship cards!

Deckbuilding phase – in this phase, you will have exactly 20 minutes to acquire new cards, build a collection to show off you awesomeness and put together a tournament deck to play in the next phase.  This phase will be split up into 3 sections – of 7 minutes, 7 minutes and 6 minutes.  (Though, because it’s easier – we often just set a single recurring timer and just make it 7 min x 3).  In this phase, you use the deckbuilding side of your personal board.  There is an area in the upper left for you to build your Collection – this is a set of cards that you will turn in at the end of the phase for victory points.  There is also an area for you to store cards for your tournament deck – which will get played in the next phase.  You are generally limited to 8 singles, 1 deck box and 2 accessories in this area.  Finally, the upper right has space for your binder, which is just an easy term for “every other card that you own”.  The bottom half of this player board gives you player aid information which comes in handy in this phase given the real-time nature.

Player board - deckbuilding side

Player board – deckbuilding side

OK, so prior to starting the clock, you have to set up the Deckbuilding phase.  Each player gets 30 Millennium Dollars of income from the bank.  Each player is also dealt six cards from the top of the Store deck.  They are kept face down and cannot be looked at until the timer is started.  The top 9 cards of the Store are then placed face down on the nine spaces of the store.  The top card of the Element meta-game deck is flipped over – the element shown on this card will give you a bonus if you have at least one card with this element face up at the end of the next Tournament phase.  Then, it’s time to start the first 7 minute timer.

In this first 7 minutes, there are a number of things that you can do

1) Read your cards – that’s right, take some time to read your cards to figure out what they do and how they mesh with the rest of your binder.  I generally take the first minute or so to make sure that I look at my newly dealt cards

2) Build your deck – at the end of the entire 20-minute Deckbuilding phase, you take the deck found within your Deck area into the next Tournament.  Again, this deck can generally be made up of 8 singles, one deck box, and two accessories.  You may generally never have duplicates of a single card in your deck.

3) Build your collection – at the end of the round, you’ll turn in a set of cards showing off the awesomeness of your collection.  Your collection has to be made up of cards that either all have the same Element or all have the same Type.  In addition, each card in the Collection must have a different star value (again, these range from 1-10).  At the end of the round, the cards in your Collection will be removed from the game – so you won’t get to use them anymore.  However, the VP reward is significant – you will score 0/2/4/7/9/12/16/21 for a collection of 1/2/3/4/5/6/7/8 cards.

4) Buy a card pack from the store – Again, you can see the backs of the nine cards on offer in the store.  The art tells you which expansion the card is from, and for non-core cards, you can use the two columns of icons to help guide you towards particular cards with Types or Elements that you want.  This could be important as you try to build your collection, or you make have other singles or Deck Boxes that work well with a specific Element/Type.  The cost for each card is seen on the upper right corner on the back of the card.  Take the card from the store, pay the cost, and then turn it over and see what you got (just like ripping into a booster pack!).  Then, replenish the store by taking the top card from the deck and placing it into the now empty space of the Store.

5) Sell a card to the Aftermarket – you might have a card that you just don’t think that you can use… Or maybe you’re just short on money, and you need to get more bucks to buy cards that you want more – in either case, you can always take a card from your area and place it face UP on the Aftermarket.  Cover the art with one of your Sell Tokens.  As soon as you put the card in the Aftermarket, you take a number of dollars from the bank equal to the star value of the card you sold.  If you have no Sell tokens left in your supply, then you can’t sell any more cards.

6) Buy a card from the Aftermarket – One man’s trash is another man’s treasure.  If you see a card you like in the Aftermarket, you can buy it by paying a number of dollars equal to its star value.  Return the Sell Token to the player who sold the card (and who can now use the Sell token again).  You are not allowed to buy a card that you sold yourself!

7) Fuse cards to gain a promo – Promo cards are hard to come by, and they often have great powers. In this game, you can fuse cards to gain these high powered promos.  You can take 5/7/9 cards from your area and discard them from the game to get a bronze/silver/gold promo from the decks at the bottom of the Store board.  Each time you fuse, you discard one of your Sell Tokens for the rest of this particular Deckbuilding phase.  In addition, you can only fuse each type of promo once per Deckbuilding phase.

8) Trade with other players – you can always trade directly with another player and hope that you can mutually improve each other’s situation.  There is one big restriction to trading – namely, the star value of the trade must be equal.  If the cards involved in the trade are not equal, money can be used to equal out the trade (1 buck per star).  The other thing that can be offered is a Friendship card.  There is a limit that only a single Friendship card can be transferred in a trade (i.e. both players can not gain one).  The Friendship cards are worth 1, 2 or 3 VPs and score at the end of the game.  These cards do not come into the fairness equation of star values, but there might be a time when the relative value of the cards is lopsided and a VP bribe is needed to make the trade happen.

Again, these actions happen in real-time, and it is a frantic period with players trying to do everything at once.  When the first 7 minute timer is up, each player is dealt six new cards facedown from the Store deck, and the other Meta-deck top card is revealed – this now tells you what Type of card will score a bonus at the end of the next Tournament.  The second section is timed for seven minutes.  It is exactly the same as the first.  The one thing to note is that you will not be able to sell to the Aftermarket in the final 6-minute sub-phase, so make sure you get any of those unwanted cards into the Aftermarket for money!

For the third and final sub-phase, you do not get any free cards from the Store.  You can do any of the actions except that you cannot sell to the Aftermarket.  At the end of this final 6-minutes, all players should have their cards organized into three areas: the Collection to be turned in for VPs, the Deck to move into the Tournament, and the Binder of everything else.  When the Phase is over, each player announces the size of their collection and the VPs scored from it; someone notes this on the scorepad, and all those cards are thrown into the box – they are out of this particular game forever.  The cards left face down in the Store area and face up in the Aftermarket area are all placed in the Discard pile.  Sell tokens are returned to their owners.  The only thing that should be left face up on the main boards are the two Meta-game cards which tell you what Type and Element will pay off bonuses at the end of the Tournament phase.

Two of the characters - Deckbuilding power on the left, Tournament power on the right

Two of the characters – Deckbuilding power on the left, Tournament power on the right

Tournament Phase – now, each player flips over their personal board and takes their Deck in hand.  It should be checked that none of the numerical limits for the Deck are exceeded.  If they are, players should discard randomly until they have met the limits.  Each player can set their Deck Box and their Accessories on the allotted spaces near the bottom of the player board.  The Deck Box generally is a card which offers large scoring bonuses.  The Accessories have varying abilities, and can be used in a number of different ways.  Players also should set their Ranking Point (RP) score to zero.  There is a little track at the top of the Tournament board which can be used for this – though in our group, we have moved to using dice to track the RP score.

Player board - tournament side

Player board – tournament side

The goal of the Tournament phase is to have the most RP – that is, to be the player with the best showing in the tournament.  You will score more VPs for doing better in each tournament, and you the rewards grow as you get into the later tournaments.  For instance, you will score 21 VPs for winning the first tournament, but you will get 18 VPs for coming in fourth place in the final tournament!

So, in the Tournament, you get a chance to show off your deck.  There are six slots on the Tournament board for cards, and on each round, you’ll get a chance to optionally take an Action and you must play a Card to the board (though you can do this in any order).  Note that you have 8 cards in your Deck allowance, but you’ll only play 6 cards.  These extra cards will give you a chance to possibly switch up your strategy mid round if the situation calls for it.  It will take some careful planning to give you the flexibility that you need with the limited hand size.

When you play a card, you place it in the left most open slot of the card row, and then you read and resolve what’s printed on the card.  If there is a “Play:” element on the card, that thing happens as you are playing the card to the table.  If there is an “Ongoing:” effect, it starts happening as soon as the card is played and remains in effect as long as the card is face up and can be read.  “Flip:” effects happen as that particular card is flipped over – this flipping might be triggered by yourself or by an opponent.  Flipped over cards still count as a card, but they essentially have no other characteristics or effects.  “Score:” effects on the card will score you RPs at the end of the tournament based on their text; but they must be face up in order to score. “Top:” effects happen as long as that card is your top card – that is, as long as that card is the right most face up card in your row.  “Next:” effects will strangely enough affect the next card played in your row.  Anyways, read the card and do what it says.   (There are a number of other special abilities that are specific to certain expansions – just make a point of explaining those abilities at the start of the game when you are setting things up).

When you choose to take an Action – you are using the “Action:” text from a previous played card, your deck box, your accessory or possibly your player’s unique phase ability.  When you take an action, you flip over the card on which the Action was printed on.   You are limited to only being able to take one Action per turn.

If the effects of a card or your action tell you to gain RP, you mark this on the RP scoring chart.  Thus, in the course of the Tournament, you get a running total of RP collected so far, but keep in mind that most decks will score the majority of their points only at the end.

There are rare cases when you will not be able to play a card – when this happens, you must pass your entire turn; you do not get to take an Action when you cannot play a card.  This happens when your card row is already full OR if your hand is somehow depleted of cards (perhaps you didn’t put enough cards in your deck in the Deckbuilding phase or maybe an effect has caused you to discard cards from your hand).

There are instances when the game will instruct you to clash with another player.  When this happens, each player compares the total star value of their Top card added to a randomly drawn card from the top of the Store deck.  The drawn card is then placed in the Aftermarket.

Once each player has had a chance to play six cards, the Tournament ends, and it now moves into the Scoring phase.  Each player starts with the RP count that they have accumulated through the playing of cards.  Then, each player calculates the RP gained from any face up “Score:” text on his cards.  He then scores his face up Deck Box and Accessories.  Next, he looks at his player card to see if it offers any unique RP bonuses.  Finally check to see if you have face up cards with the Element and Type denoted on the Meta-game bonus cards on the Store deck.  When this is done, announce your RP total and compare scores, and then award VPs based on your relative rank of RP.  After the first and second tournaments, each player is given a random Bronze/Silver promo card as their award for participating in the tournament.

If there is still more to play, then reset for the next deckbuilding phase.  All of the cards used in this Tournament are returned to your binder.  If you liked the way your deck worked, you can leave it alone or look for a few cards to specifically tweak it.  If you didn’t like it, maybe it’s time to start over and build a new deck.  If this is the third tournament, then you move to final Scoring.  There are only two things that score at the end of the game: you get 1 VP per 4 Millennium Dollars left over, and you score VPs for the Friendship cards that you were able to acquire from your trades (limited to 6VP from each opponent).  The player with the most points wins.  If there is a tie, the player with the most VPs from tournament results is the winner.

one of our recent games

one of our recent games

So, that’s pretty much how it works.  The only other important rule that doesn’t really fit in anywhere else is the prohibition on “takebacks”.  The rules specifically say that you shouldn’t be allowed to take things back.  If you forget to include a card in your Collection or Tournament Deck – well, tough noogies.  The deck-building part of the game is meant to be time-pressured, and figuring everything out in the time limit is part of the game.  Also, once in the Tournament phase, you can’t take back a card play once your turn is over – it’s nearly impossible to know what other players have in their own Decks, and once play has moved past your turn, there are no takebacks.  If you forgot to take your optional Action or thought that you played the wrong card there – hey, just do better next time.

The other bit that I should talk about here is that (like every other CCG), if there are rules conflicts between the base rules and the special rules on a card – the rules printed on the card take precedence.  The special abilities of the different characters all generally break the regular restrictions of the rules, and there are many cards in the game that beneficially alter how the rules apply to you or opponents.

My thoughts on the game

So, I had heard nothing of this game prior to December 2016 – Level 99 Games had honestly kinda slipped under my radar in the past few years.  Prior to this, the only L99 game that I had played with any regularity was Noir – and that was primarily because they had produced a special version of BGG.con one year, and my ugly mug was on one of the cards…

Actually, the game has 5 OG writers on cards!

But, the plan was to have a gaming weekend to celebrate my brother’s 40th birthday.  Each of the four of us was tasked with bringing a game that was perhaps too long for your regular group, but great for an extended weekend of gaming.  The weekend proved to be an eye-opening weekend in that I found a number of games that I really enjoyed which I had not been exposed to before.  Mechs vs Minions was one of those games, and Millennium Blades was the other.  We played the game once that weekend – starting with a trial tournament to learn that aspect of the game and then resetting to play the full three tournament game, and I was immediately in love with it.

Ever since that weekend, I’ve been trying to get this game to the table at every opportunity, and I’ll admit that this hasn’t been the easiest task for me as the game often runs north of 3 hours of time once you include the setup and cleanup – just imagine that it takes awhile to separate the cards in play into the 20+ types!

The game really does bring the excitement, challenge, skill and luck that was a part of my old Magic: the Gathering playing days.  The deckbuilding phase is the meat of the game for me, and trying to get everything done in the limited time window is invigorating.  You end up with at least 20 new cards in each deckbuilding phase (2 sets of six cards for free plus any others that you buy from the store), and you really have to quickly figure out how those new cards will work with your others.

I usually just spread all my cards out in front of me.  I don’t really care that the other players can see what I’ve got because, honestly, they should be concentrating on their own mass of cards and not wasting time seeing what I’ve got on the table.  Building the collection is usually the first order of action for me, but working on the deck is something that has to be percolating the whole time.  If I can, I’ll usually try to be working on two ideas at once, and then try to figure out which is the best in the final section of the phase.

I like to start each deck with a Deck Box and then build around that.  The RP bonus for some of the Deck Boxes can often exceed 40 RPs, and that can be 20-30% of the overall RP score of your deck.  Many of the Deck Boxes look for a specific type/element/action on a card, and you can use this to focus in what cards to look for.  I’ll often spend all my money early on just trying to get a bunch of new cards and then take some time to read them and figure out what I’ve got.  If I want to go hunting for more cards later, I can always try to trade for them or sell some high-star valued cards in the Aftermarket to provide me with capital for later purchases.  If possible, I might get a promo card or two with some low value unneeded cards, but this often is a complete crapshoot. While the promo cards often have great effect, they are also very finicky and hard to incorporate into a deck.

Once we’re in the final 6 minute section, I am pretty much refining my deck for the Tournament.  I like to have my six cards lined up in order that I want to play them, and then I try to find a few backup cards that will still help me score RP if the main action of my deck is nerfed somehow.  If there’s time, I might look at other people’s collections and see if I can make a trade to benefit both of us (because we’ll each gain on the other opponents) or I might even start working on my collection for the next round.  As you have to permanently discard your Collection each turn, it’s always good to keep an eye on the next round to try to save a minute or two there.

And while I like the action of the Deckbuilding phase best, the Tournament still offers a lot of clever play in the short six-card cycle.  Many of the expansions target opponents, and it’s a tough puzzle to try to get your deck to do what you want and withstand the attacks of your opponents.  In every game so far, I’ve seen at least one ‘a-ha’ awesome combination that someone was able to discover, and I love that aspect of the card play.  Though I haven’t found one yet, the game even has rules to accommodate infinite loops – so I’ll keep looking for them as we play.

Components – overall, the components are decent and sturdy.  The cards have held up to the shuffling quite well so far, though of course, you don’t really shuffle these as much as regular CCG cards.  The majority of the shuffling occurs at the start of the game when you take all the different mini-decks and mix them together into a single Store deck.

The artwork on the cards is well-done, and I’ll admit that it is quite humorous and thematic at times.  There are plenty of puns/pop culture references in the different expansions.  Guess what the following expansion sets are based on:  006 Plus one, Super Plumber Bros, Lightning Bug?  The actions/art/characters in those expansions very much mimic/play on the worlds of James Bond, Super Mario Bros and Firefly.

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However, there are a few things which I’ve changed or added to the game to make it play better (at least in my opinion).  The most important one is to replace the RP scoring track found at the top of the card row on the player board with dice.  We now use some extra d8, d00 and d10 dice to keep track.  The problem with the scoring track is that the little wooden cubes used to track the score were so easily jostled with card plays and card flipping and whatnot.  In our first few games, it was not uncommon to look over at someone’s board and realize that the score cubes were in disarray – and of course, it was hard to remember what the score should have been.  Using larger polyhedral dice has helped keep track of the score easier.

The other thing that I wish has been included in the box is a set of Randomizers.  Part of the fun of the game is seeing the varied setup at start of each game.  Each expansion set has a particular theme – of both flavor text and actual card action.  The way that certain sets interact with others is quite individualized, and I like to randomly select the card sets in each game so that there are no pre-set strategies. Unfortunately, no such randomizer cards were included in the box.  I have fixed that with a color copier and some card sleeves (one of the perks of developing Dominion is that I have all sorts of accessories and supplies lying around) – they now reside in an old Ultra-Pro deck box which stores them all and the deck box serves double duty as our location for the trashed cards.

Oh, and let me talk about the wads of money.  Yes, actual wads of money.  It took me approximately the first three quarters of the 2017 Orange Bowl to count out stacks of 5 paper bills and wrap a sticker around the bundle.  It definitely has a cool, wow factor when you see them for the first time, because it’s really an audacious thing to include in the game.  Sure, when I was buying Magic cards, it felt like I was spending wads of money, but in reality, they’re really hard to deal with, they don’t stack well, etc.  When we play the game at my house, we replace the wads of money with manageable numbered poker chips. It is tidier, and easier to handle the money.  There’s enough things on the table as it is without it being littered with hundreds of wads of money too.

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There is an optional addition that might be worth trying is the Venue deck – which is a series of cards that gives you a random location for each of the tournaments – and, of course, special rules that go with each location.  The venue is revealed at the start of each Deckbuilding phase to give all players enough time to figure out how to deal with the rules of engagement for the next Tournament.

Thus far, Millennium Blades has been one of the three longer games to captivate my attention since Christmas (the Colonists and Aeon’s End being the others).  Lucky for me, we’re heading into the “gaming doldrums” – that period of time from the New Year until about April when there aren’t a lot of new releases coming out.  That should give me ample opportunity to get them to the table a bit more until the new competition arrives!


Thoughts about the team game

At the 2024 Gathering of Friends, five of the OG’ers (and one great friend) set aside an afternoon to play this fantastic game again.  We reserved one of the breakout rooms so that we had enough table space (and quiet) to play the game.  Lucas was hot to trot about trying out the partnership game, so we all gladly agreed to play.

Much of the base rules stay the same.  Teammates sat next to each other, and were allowed to communicate freely.  They also shared a shared pool of money.  Cards could be traded between the partners as well.  That being said, at the end of the deckbuiling phase, it was important to have a separate money supply and card library for each player – as many card effects and abilities might rely upon those factors. Each team also got a special team ability – akin to the abilities of the original characters in the regular game – but these abilities tried to leverage the team nature of this format.

The board set up with much the same.  We chose to play one of the pre-constructed card sets from the rules – and this is something that I still generally recommend when playing MB.  As with many other games with multiple card decks (Umm, like Dominion) – I find that the proposed card sets foster a good built-in set of synergies and combinations, and since I don’t play the game enough to have true expertise, I like to have some combos already built into the setup.  I still have to discover them, but it’s nice to know that they are there for the finding.  We chose a set that focused on card flipping, and having so many sets encourage card flipping made it more interesting for me.

Game play goes clockwise around the table, so it was A – A – B – B – C – C in our game; and having two turns in a row for each team led to some interesting strategy considerations.  Teams could sometimes set up plays where they could protect themselves from effects affecting all players through nice timing – like knowing ahead of time that they should flip a certain card over in order to avoid a penalty later.

Otherwise, it was the same frenzied game that I have come to respect and love.  So many cards on the table, lots of discussion, and the very frequent guffaw as one of us read a particularly humorous card.  That may in fact be the best part of the game for me – the humor (both illustrations and text) on the card is spot-on, and the parodies found in this parody of a game kept me smiling/laughing the whole afternoon.

While MB is still more of an event game for me, it’s one that I’m happy to make plans for, and I look forward to another play soon.

Thoughts from other Opinionated Gamers

Mark Jackson: While I’ve never played the team game, we did manage to play with five players last year… when most of my experience has been 2-3 player games. One of the newbies wilted under the pressure of the real-time deck-building phase… while the other thrived. Still, much fun (and shouting) was had.

Jim Brown: I often find that the longer a game sits on my Want to Play list the less likely I am to actually enjoy it as much as I hoped by the time I get around to playing it. Millennium Blades had been on my radar for nearly a decade so I knew there was a decent chance it would meet that fate when I joined this team match. Fortunately that play was as just as energetic and engaging as I had long hoped for. While it would be shorter with more experienced players I do see the length being a barrier for it getting any regular play for me personally. That said, I do look forward to my next chance to spend an afternoon exploring the system with an equally invested group.     

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Dale Yu: Review of Chronicles of Crime

Chronicles of Crime

  • Designer: David Cicurel
  • Publisher: Lucky Duck Games
  • Players: 1-4
  • Age: 12+
  • Time: 60-90 minutes per case

Chronicles of Crime is a cooperative game of crime investigation, mixing an app, a board game and a touch of Virtual Reality.  With the same physical components (board, locations, characters and items), players will be able to play plenty of different scenarios and solve as many different crime stories.

Players start the app, choose the scenario they want to play, and follow the story. The goal being to catch the killer of the current case in the shortest time possible.  Using the Scan&Play technology, each component (locations, characters, items, etc.) has a unique QR code, which, depending on the scenario selected, will activate and trigger different clues and stories. That means players will be able to get new stories way after the game is released simply by downloading the app’s updates, without any shipping of new physical components involved.

The VR experience only requires a mobile phone. Players simply put the VR glasses (optional buy) onto their mobile device, and put the VR glasses on their nose, holding their mobile device in front of their eyes, to immerse themselves in the game’s universe and search for clues in a virtual world.  (NB: You can also use a modern phone with gyroscopes and move the phone around without need for the VR Glasses)

The base game comes with 1 tutorial and 5 scenarios, but more can be downloaded directly inside the app!  Each session last around 1h to 1h30 minutes and many scenarios are connected to each others in order to tell a much bigger story.

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Matt Carlson: First Impressions of Euthia: Torment of Resurrection

If there are any Holy Grails in the boardgaming world, it is to find the perfect civilization-building boardgame and the perfect dungeon-crawl/RPG boardgame. Euthia has nothing to do with civilization-building but is a worthy attempt at an RPG style adventure boardgame. Players take on the role of one of several possible heroes and explore a world created by revealing modular map tiles. Over the course of the game heroes will search (or mine) for treasure, go on minor quests, enlist the help of elementals, and (of course) fight monsters. Unlike many games in the genre, each game of Euthia is a one-and-done experience with no need to pack away bits and bobs in order to preserve a specific character for the next exploration. It is nice to have a nice, epic arc of character progression in a single sitting but that does mean a single game can take a good amount of time. There are several scenarios included with the game varying in length from 30 to 100+ minutes PER PLAYER. Thankfully, a 2 player game is quite do-able. For those willing to put in the time, Euthia provides a great, complete RPG/exploration experience in a single sitting, unlike the modern trend of stringing out a good bit of hero/character development over the course of a half-dozen (or more) individual, but linked, plays of a game. An expansion/continuation of the game is currently on Kickstarter until May 16th. 

Euthia: Torment of Resurrection
Publisher: Steamforged Games
Players: 1-4
Ages: 14+
Time: 60-480(!) min
(review copy provided by publisher)

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Solo Gaming 2024: The First Four Months

I’ve been writing these solo gaming reports since March of 2020… yes, early on in the pandemic. But my solo gaming started a lot farther back than that.

In junior high & high school (1977-1982), I played a lot of wargames. At different points, I had a subscription to both The General (Avalon Hill’s magazine) and Strategy & Tactics (SPI’s magazine that included a wargame in each issue)…. and, for a short while, Ares (SPI’s magazine that included a sci-fi or fantasy game in each issue). While one of my good friends was happy to play Squad Leader and Panzerblitz and Wooden Ships & Iron Men, most of my wargaming time was spent playing against myself – choosing actions and rolling dice for both sides of the conflict.

There were actual solo games that saw a lot of play during that time as well: Chainsaw Warrior (Games Workshop), Ambush! & Mosby’s Raiders (Victory Games), RAF (West End Games), Voyage of the BSM Pandora (SPI), and B-17 (Avalon Hill). I still own Chainsaw Warrior.

This new era of well-designed automata and solo modes for multiplayer games, coupled with excellent new solo game designs, is actually quite heartening to someone (me!) who finds something really satisfying about physically playing a game: shuffling cards, moving pieces, seeing it all spread out in front of you.

Solo gaming is now a decent-sized chunk of my gaming experiences – while I still play a lot of games with friends and family, 31% of my gaming in the first four months of 2024 was solo. For comparison, the yearly total for 2023 was 20%, 2022 was 22%, 2021 was 33%, 2020 was 19%, and 2019 was 6%. (These numbers are drastically offset by how much Memoir ’44 I’m playing via BoardGameArena right now – 69 games in the last four months!)

So, what follows are my thoughts on the thirty-six (36!) different solo games I’ve played so far in 2024 – ordered by the number of times I’ve played them. (Note: this is not necessarily how much I like a particular game for solo play – for example, I think Nemo’s War is an excellent solo game design but I haven’t played it [yet!] in 2024.)

Nickels

Lost Ruins of Arnak (6 plays – approx. playing time: 45 minutes)

My pick for Kennerspiel in 2021 was this fantastic multiplayer game of adventure… chock full with a myriad of pathways to win. The solo module (included in the base game) works like a charm.

This spring, I’ve been playing The Missing Expedition expansion – which has a solo (or 2 player co-op) campaign that expands the original print’n’play solo campaign to six games. It’s excellent.

Stonespine Architects (6 plays – approx. playing time: 30 minutes)

Your job is to build a dungeon in the and populate it with monsters, traps, treasure, and a sensible network of tunnels. I’m working on a full review of this just-released game.

This is the first of four games in the Roll Player universe that is a part of this list – and I like all of them.

Dune: Imperium (5 plays – approx. playing time: 70 minutes)

I’m not really a Dune fan – oh, yeah, I read the first three novels back in high school (late 70s/early 80s) like every well-behaved sci-fi/fantasy nerd – but it was never a world or story that captured my imagination. And, yes, since I’ve been a gamer for a very long time, I actually owned the AH version of Dune (aka “Cosmic Encounter meets the Spice Worm”).

Fast forward to 2020/21 and all the hype about the upcoming Dune film… and just enough people said nice things about Dune: Imperium to get me to take a chance on it. 

And – wow! – it was worth it. Much like Lost Ruins of Arnak, Dune: Imperium blends deck-building and worker placement to evoke the feel of the novels/film in an incredibly playable format. Particularly for solo players, the solo deck works like a charm – and Dire Wolf also posted a free app to automate the solo process.

The addition of the Rise of Ix expansion just added to the fun – I like the new variety of cards and technologies… and it feels like the AI is even stronger with this mix of choices. The new Immortality expansion added some interesting quirks to the game along with (you guessed it) buffing the AI even more.

I’ve just acquired Dune: Imperium Uprising (1 play – approx. playing time 75 minutes)… which reconfigures your expectations for how the system is going to work (and, though I haven’t tried yet, is compatible with Rise of Ix and Immortality).

Path of Civilization (5 plays – approx. playing time: 45 minutes)

I’m a sucker for civilization building games – and this one has an intriguing mechanic where you continually are getting rid of earlier “technology” cards in order to progress forward. Path of Civilization worked very well both with 2-5 players and and as a solo game. The first time we set up the game was a lot of work – but once you’ve done the work of putting things together in a logical manner, it’s pretty easy to do. The rulebook felt heavier than the rules actually are – the game itself is very straightforward (and interesting) after you’ve learned it. There is a lot of variety in the various challenge and battle cards, as well as the various leaders and wonders that appear.

The solo system is surprisingly effective, esp. once you progress beyond the basic level by increasing the difficulty and/or using the “tougher” side of the five possible opponents.

Terraforming Mars (5 plays – approx. playing time: 75 minutes)

One of my birthday gifts in 2020 was a copy of Terraforming Mars… and I quickly discovered a thriving community of folks on BGG who love this game as a solo exercise. I now own all the expansions… but I think the best solo configuration for me (so far) uses just Prelude. My win rate is about 50%, which seems right for this style of game. (The arrival of the Big Box expansion made it even more enjoyable… there’s just something magical about 3D terrain rising from the Martian surface!)

Four on the Floor (or Table)

The Artemis Project (4 plays – approx. playing time: 35 minutes)

A six round engine builder of settling Europa (the ice moon of Jupiter)… it’s primarily a dice placement game that is reminiscent of Jeff Allers’ Order of the Gilded Compass/Alea iacta est games – only with more random events and sci-fi theme… that received a “glow up” from an expansion & 2nd edition printing that fixed some issues with the original game board & rules. The solo version is solid – with the random events changing the challenge of the game. I’m not sure the expansion is worth the hassle for solo play – but I like what it does with multi-player games.

Let’s Go To Japan (4 plays – approx. playing time: 40 minutes)

The production of the game is top-notch… the artwork is gorgeous… and it has actually has the solo play to match those. It’s “just” a drafting game – but when playing solo, the things you don’t choose are being fed to your opponent, the rival travel agent. I would not be surprised to have 10+ solo plays and 5+ multi-player plays of this by the end of the year. (Dale wrote a really great preview/review of this game that convinced me to back it on Kickstarter.)

Twilight Inscription (4 plays – approx. playing time: 60 minutes)

There are issues with this roll’n’write homage to one of the classic table-eating 4X games (Twilight Imperium)… the four boards (per player!) are awfully busy and sometimes difficult to read, the symbology is easy to obscure with orange chalk pens in the game, and the order of the event cards can sometimes doom your strategic choices. With that said, I’ve actually enjoyed this more as a solo game than as a multi-player.

I’m working to get tokens printed to track the odd symbols which can be used on other boards – that should help alleviate some of the confusion of what you can/cannot still do with symbols you’ve earned.

Blueprints of Mad King Ludwig (3 plays – approx. playing time: 60 minutes)

I’m a big fan of Castles of Mad King Ludwig… but for solo play in that castle-building world, I definitely prefer Blueprints. The challenges are similar to the “parent” game – though the scoring is more complicated. That complication makes the solo version more interesting and enjoyable. (I’m working on a full review of the game for the OG.)

Dead Reckoning (3 plays – approx. playing time: 100 minutes)

For a game with this many interactive elements, Dead Reckoning manages to make the solo mode work and work well. Each time I play, I’m fascinated by the balance between the various victory pathways and the variety in the system.

But as much as I enjoyed the base game solo, I’m infinitely more jazzed about playing it with the Saga and Sea Dog expansions… the addition of a campaign mode for solo play coupled with the constant drip of story elements meant I had a two week Dead Reckoning festival on my gaming table last fall.

This spring, I’m about halfway through the second Saga expansion… and I’m enjoying it just as much.

Lockup: A Roll Player Tale (3 plays – approx. playing time: 50 minutes)

You’d think that a game with bluffing as a primary element wouldn’t work as a solo… and I was just as surprised as you are to find out that was incorrect. While I think Lockup is stronger as a multi-player game, the solo game is enjoyable.

And, as much as I like the base game, I think for gamers the expansion adds another layer that’s worth the extra effort.

Note: second Roll Player universe game.

Minigolf Designer (3 plays – approx. playing time: 35 minutes)

I liked the look of this game – a tile-layer with a strong theme of building a miniature golf course – but once I finally scared up a copy, I was surprised by how much I enjoyed the puzzle of the gameplay. In a multiplayer game, tiles are drafted in a similar manner to Kingdomino… while in the solo game, the player picks two tiles and places one of them. Both the solo game and the multiplayer game are fun – they are slightly heavier than Carcassonne with a greater variety of scoring decisions.

There’s now a mini-expansion (Putt of No Return) to the game that adds new tiles, better artwork cards(!), and double layer boards for tracking par… and a second expansion, Minigolf Empire, that adds a campaign element to the game. (I particularly like the news cards from Empire, which can be used when playing non-campaign games as well.)

I wasn’t sure about scoring the solo campaign – but the designer (Alban Nanty) responded on BGG to my questions:

The expected score for a game of Empire extension, is roughly the same as a standard game, i.e. it is expected for good players to score around 18 points for Mr Profeet and around 20 points for Mrs Pressco. Although normally your score for the two clients will increase during the campaign. Therefore, we expect the player’s score to be roughly the same as in a standard game.

I would then recommend to take the target scores table of the solo mode and multiply them by 5, to get a total target score for the campaign.

If you want to know more, I wrote a glowing review of Minigolf Designer back in 2021 for the OG.

Monumental (3 plays – approx. playing time: 60 minutes)

Here’s what I wrote last year in responding to my first couple of plays of the game: “Monumental mixes deck building, tableau manipulation, board play, and combat – and, to my surprise, actually has a really solid solo mode that is easy to execute and leaves the focus of the game on what your civilization is doing rather than running the automata.  However, it’s a pretty substantial set-up time (30 minutes or so, particularly if you’re using some of the expansion content or extra modules)… so you need to be someone (like me!) who enjoys the process of getting the game ready to go.”

I have some more thoughts now with five games under my belt:

  • The solo mode really is very good – and highly customizable as you add in the expansions. (Each civilization has its own AI card in the deck… and each warlord has a characteristic – technological, aggressive, architectural, cultural, or economic that trigger some of the AI cards.)
  • The expansions add some nice twists – new civilizations and new terrain hexes with special rules – as well as additional cards/tokens for the Hero/Monster modules. The African Empires has the most new stuff in the box – including the Trade system, the Future Era, Unrest cards, The Reserve, and the Natural Wonders & Quest Modules.
  • Speaking of the various modules, I have some feelings:
    • Renaissance Era: adds extra time to the game without adding much to the game… only for diehards
    • Monster module: a bit fiddly to set up, but nice way to keep the game from feeling same-y (and also gives you more to do with your explorers)
    • Heroes module: need to try this one again – the heroes in my single game didn’t make much of a difference, but that might be a different story with a larger player count
    • Future Era: a pretty simple system to convert leftover basic resources into points in the final turns of the game – recommended
    • Unrest cards: with great power comes great hassles… cards that clog up your deck & display – necessary to use with a number of the African Empire cards
    • The Reserve: some tokens and civilizations can reserve cards that weren’t in the original development deck… allowing for some interesting tactics
    • Natural Wonders module: essentially pre-placed Wonder(s) that offers extra goodies to whoever controls it/them… another way to vary up board design
    • Quest module: each player has two quests which are worth points (2 each) if they fulfill by the end of the game… helps set some directions in how you are going to play/make decisions
    • Trade system: not only gives your explorers more to do (create trading posts) but also gives you another way to score points and get resources… I like it a lot
  • You really need to either (a) have friends who like helping set up the game, or (b) enjoy the zen-like experience of setting up a large game over 30+ minutes. (I fit squarely in the (b) category.) Probably the biggest strike against playing it solo is set-up time.
  • I think the miniatures would look really cool – but the board is busy enough without minis and would be really hard to read with the addition of them.
  • Overall, I’m glad I have this… but I think my primary plays will be a max of three players, with solo and two player more likely.

Pioneer Rails (3 plays – approx. playing time: 30 minutes)

A clever flip’n’write from OG writer Jeff Allers (and Matthew Dunstan – another designer I quite like) that actually does some nice things both with rail-building and with poker. The solo challenges in this game ramp up well – you can experiment to find the appropriate level of difficulty for you.

Roll Player Adventures (3 plays – approx. playing time: 75 minutes)

Yes, it’s an epic series of D&D-like adventures in a “choose your own story” mode… but there’s more to it than that. The system uses some simple mechanisms to track what you’ve done and how that will affect return visits to the same location. As well, the skill test/combat system involves actual decisions and brain power.

I’d highly recommend it for solo play – or for two player (my son & I started a two player campaign and are enjoying it immensely.)

Waypoints (3 plays – approx. playing time: 25 minutes)

Another very creative roll’n’write game from Postmark Games… this time using topographical maps and a hiking theme. As I’ve done with other games from this company, I’ve laminated my copy of the two Waypoints boards so I can take them whenever I travel. (BTW, the 2nd map – a desert national park – has some unique challenges.)

It Takes Two

Dawn of Ulos (2 plays – approx. playing time: 60 minutes)

Set in the earliest days of the Roll Player universe, this is actually a nicely produced homage to Acquire… albeit one with fantasy theming, special powers, and a workable solo play system.

Final Girl (2 plays – approx. playing time: 40 minutes)

My younger son decided to get himself a solo game back in 2022… and, despite not being a particularly big fan of horror films, went with Final Girl – which takes the base system of Hostage Negotiator and adds layers of variety and theme. He’s a big fan.

I managed a couple of plays of this well-designed solo game… but only one victory. (The Poltergeist caused pretty much every potential victim in the house to turn on me like a caged weasel.)

Unmatched: Tales to Amaze! (2 plays – approx. playing time: 30 minutes)

One of the curses of doing a good bit of playtesting is that sometimes you end up with the earliest versions of a game – and that’s what happened to my son & I with Tales to Amaze. We were frustrated by a number of things in the original prototype.

However, I trusted Restoration Games to do proper development work – and my trust was not disappointed. Tales to Amaze actually takes one of the best skirmish games out there (Unmatched: Battle of Legends) and creates a highly functional and enjoyable cooperative game as players take on Mothman or the Alien Invader along with their cryptid minions. (Do not play Ant Queen as a minion in your first game – trust me on this one.)

And if the gorgeous production & great cooperative game weren’t enough, all four of the player heroes work as competitive heroes against any of the other Unmatched characters.

The solo version is excellent… though it may be slightly easier (especially if you’re using a hero with multiple sidekicks). Multiple folks I know (including me) have taken to playing two heroes vs the game which keeps you from “speeding” to the end by ignoring the minions and simply pounding on the boss.

BTW, I wrote a review of Tales to Amaze for the OG that I’d love for you to read. :-)

One Is the Loneliest Number

Ark Nova (1 play – approx. playing time: 90 minutes)

There’s a reason so many people are nuts about this zoo-building game – it’s really that good. And, as you can probably guess by my number of solo plays last year, Ark Nova is an excellent solo game.

The solo design forces you to win the game (get your Conservation & Appeal markers to cross) before time runs out – so you can set your difficulty by where you start your Appeal marker. 20 was too easy – 10 is a good medium range challenge, and 5 is kicking my butt (but I’m getting closer).

I’ve had great experiences playing this game solo, with 2 players, and with 3 players… and my second solo game with the Marine Worlds expansion was very enjoyable. With the plethora of cards in the base game, it’s always a question if “more stuff” will actually be better for the game… and, to their credit, the Marine Worlds expansion adds interesting decisions without gumming up the works of the original game. I particularly like the improved action card draft, which nudges players in new (and often different) directions.

Cartographers: A Roll Player Tale (1 play – approx. playing time: 30 minutes)

An incredibly pleasant flip’n’write game that works like a charm as a solo game… and will also work well as a “over Facetime/Zoom” game if you use the solo rules for monster attacks. The Skills mini-expansion adds another level of decision-making that works well. I’m glad Cartographers is in my collection… adding a set of colored pencils makes my maps look even better!

I’ll also throw in kind words for the Heroes stand-alone expansion & the six new map packs… they add some variety to the game without overly complicating the system. (The only hassle is how to store the game and the pile of maps in the two small boxes.)

Finally, there’s a great iOS app for Cartographers – which I’ve played a bunch of times this year (but don’t count in my games played list.)

Eleven: Football Manager Board Game (1 play – approx. playing time: 90 minutes)

While there are some tricky parts (understanding how/when to flip jerseys, for example), the game itself works like a charm and is great fun to play, especially if you are (like myself) a fan of Premier League soccer. Match play is important – but Eleven is much bigger than winning matches… it’s actually an economic/management game.

Since the game this re-design was based on (Club Stories) was a solo game, it is not a surprise that this works splendidly for a single player. However, I wouldn’t suggest trying to throw all of the expansions in at one time – that’s my single play for this year (so far) and it was a bit much. (I do plan on mixing the international players into the regular deck for more variety moving forward… but ditching the airline/recruiting mechanic.)

Excavation Earth (1 play – approx. playing time: 90 minutes)

I’m still not sure what to think about Excavation Earth – I like the interlocking mechanics in the game, but sometimes I feel like it’s playing me as much as I’m playing it. My play earlier this spring helped me attitude, though – and not just because I found a cheap copy of the Second Wave expansion. Being able to see everything clearly makes the game much more playable… and enabled me to figure out some of the connection points.

It’s not for everyone – but I’m glad I own it.

Ghost Fightin’ Treasure Hunters (1 play – approx. 15 minutes)

I pulled this Kinderspiel-winning game out to take pictures of it for my top 100 games on my personal blog… and ended up playing a game solo. Gosh, it’s so good.

Great Western Trail: New Zealand (1 play – approx. playing time: 90 minutes)

In what was a common theme for last year, I found another game that I really enjoyed that I was – based on my previous experience – pretty sure I would dislike. (Non-solo games that fit this category included Red Dragon Inn & Zombicide 2nd Edition.)

I avoided playing the original Great Western Trail for a long time – even though I really enjoyed some of Pfister’s designs. My first play was very good – but I just didn’t see who I could get to play it with me.

The new versions being released piqued my interest – but not enough to pull the trigger until GWT: New Zealand… and boy howdy, I’m glad it did. There are a number of changes to the base game – though the basics are still the same. It’s as if they took GWT and the Rails to the North expansion, smushed them together, added some clever twists to “loosen” the game up a bit, and then did a better job with the graphics than the previous versions.

The solo AI is very solid and incredibly easy to administer – though not always easy to beat.

Jump Drive (1 play – approx. playing time: 25 minutes)

Jump Drive is the quickest member of the Race for the Galaxy family of games and certainly the most self-contained… so I was somewhat surprised to hear that designer Tom Lehmann had created an expansion. Thankfully, no games were harmed in the making of this expansion.

Tom managed to add start worlds and goals to Jump Drive (along with a few more cards to make it playable by 5 players)… and in one of the classier moves I’ve seen in a while, brought in the gentleman on BGG (Eric Kaminsky) who’d designed a solo campaign system for the game and used it!

The solo system works brilliantly, btw – so far, I’ve managed to beat the first four campaigns but am stymied by the fifth. (Campaigns consist of 4 games – which explains the longer playing time noted above.)

I reviewed the original game – sans expansion – here on the OG. There’s also an excellent implementation of it on BoardGameArena.

Mice & Mystics (1 play – approx. playing time: 75 minutes)

Yet another nearly untouched used copy for bargain prices meant this thematic adventure game entered my collection. I really enjoyed my single play last year and want to keep my Mice & Mystics campaign going… but I have to be in the right mood for it, so it doesn’t come out as often as it deserves.

Nations: the Dice Game (1 play – approx. playing time: 35 minutes)

I’d rather play this with more players… but the solo game works well. If I didn’t have a number of better options (see above and below), this would hit the solo table more often.

Quadropolis (1 play – approx. playing time: 20 minutes)

I played both this and The Taverns of Tiefenthal (1 play – approx. playing time: 70 minutes) as “two player games” controlling both players to refresh my rules memory. Neither are particularly great solo games.

Small City: Deluxe Edition (1 play – approx. playing time: 70 minutes)

This very pretty reprint is billed as SimCity as a board game – and since I’m a sucker for city-building games, I dove in. It’s surprisingly crunchy – very easy to make a mistake that dooms your game – but shorter than it looks at first glance.

I keep thinking about it and the puzzle of doing it well – which is a good sign. The hardest part is that the rules are counter-intuitive for some buildings, so getting up to speed each time is part of the learning curve.

Finding a good way to store the game (and the expansions) definitely will help getting this to the table. (I found a really well-designed 3D printable insert.)

The Guild of Merchant Explorers (1 play – approx. playing time: 30 minutes)

This extremely clever flip’n’write doesn’t actually contain any writing – instead, you place explorers (cubes) on your map and by completing regions, place village buildings. At the end of each round, all of your explorers are removed from the board, but your villages stay to give you new starting places.

There are four different maps in the original Guild of Merchant Explorers box, with 2 more maps available as an expansion from AEG. It’s been a hit with everyone I’ve taught it to… and I find it relaxing and enjoyable to play as a solo game.

Tucana Builders (1 play – approx. playing time: 30 minutes)

Tucana Builders feels more like Take It Easy crossed with Trails of Tucana… there’s definitely a real push-your-luck element here. The solo requirement of completing 2 randomly determined objectives can vary the difficulty of the game widely – but it’s short enough that I don’t mind.

Undaunted: Normandy (1 play – approx. playing time: 40 minutes)

One of the last Christmas boxes to arrive in 2021 was a copy of Undaunted: Reinforcements… the expansion that offers extra units, new scenarios, 2 vs 2 play, and – most importantly for this recap – solo play. The AI is smart and keeps me on my toes… and while it takes a minute to figure out how to set up and run, it’s worth the time. I’ve been slowly working my way through the Normandy campaign as the Americans and enjoying each time it hits the table. (One of the bonuses of the design: I can flip to the Axis side and play through the campaign again – both come in the Reinforcements box!)

The AI plays “faster” than we have normally played (in other words, it chases objectives and unit elimination pretty hard)… which has forced me to take more chances and ‘fail boldly’ against it. Makes for a very exciting game.

I want desperately to play Undaunted: Stalingrad (released in 2022)… but the lack of a solo option and no consistent opponent may have that one wait a while.

Voidfall (1 play – approx. playing time: 2 hours 30 minutes)

I’m still trying to work on a review for this intricate and amazing game of interstellar conflict & cultural survival… that is shorter than the three rulebooks (yes, three – I kid you not) that come with the game. Normally, I’d balk at a game with a non-random combat system and intertwined mechanisms – but the theme of defeating the Voidborn is so tightly woven into the design & flow of the game that I find myself lost in the world and the puzzle of trying to expand my civilization’s capabilities whilst fending off the encroachment of mind-altering evil. 

The game comes with a myriad of player factions and stunning gorgeous production – as well being fully playable as a solo (the way I have been playing), cooperative, and competitive game.

In Progress

Mr. President: The American Presidency (1 play – approx. playing time: A LOT)

I wrote an extensive first impression/preview of this massive solo game (see the picture above) for the Opinionated Gamers site last fall – it is essentially a solo roleplaying game for political nerds… and I definitely qualify. (I’m currently in the middle of my second game – which is not going nearly as well as the first one. I’ve managed to evade an election scandal but at the cost of my relationship with Congress.)

Pictured:

  • top row – Final Girl, Great Western Trail: New Zealand
  • bottom row – Mr. President, Blueprints of Mad King Ludwig, Path of Civilization

I received review copies of Blueprints of Mad King Ludwig, Dead Reckoning, and Monumental.

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Dale Yu: Review of Tangram City

Tangram City

  • Designer: Uwe Rosenberg
  • Publisher: Capstone Games / Korea Board Games
  • Players: 1-5
  • Age: 8+
  • Time: 30 minus
  • Played with review copy provided by Capstone Games and OffDutyNinja

As a prestigious city planner, you have been ordered by the queen herself to build a harmonious city. Take care to balance the human and natural realms by creating equal amounts of building (black) and park (green) tiles, and do not forget to incorporate the shape of a rectangle — the shape most important for fortification. Can you build a city worthy of the queen?  In Tangram City, players place tangram-shaped tiles in a randomly determined order in a square field while trying to balance the amount of building (black) and park (green) tiles. The more balanced these are and the more often you have built a rectangle shape, the more bonus points players receive.

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Posted in Essen 2023, Reviews | 1 Comment

Dale Yu: Review of Sunset over Water

Sunset over Water

  • Designers: Steve Finn, Eduardo Baraf
  • Publisher: Pencil First Games
  • Players: 1-4
  • Age: 14+
  • Time: 20 minutes
  • Played with game provided by publisher

THE BEAUTIFUL WILDERNESS
Sometimes you need to get off the beaten path to find a beautiful landscape to paint. Wake up early, hike deep into nature, and find your perfect spot. Some paintings sell for commissions, others you’ll keep for yourself, but you’re always going that extra mile to find inspiration.

OBJECTIVE
Over six days, players gain Renown by hiking to beautiful locations to paint landscapes, which they’ll later sell. Each day, players choose a Planning Card, which allows them to travel through the Wilderness and paint (i.e., pick up Landscape Cards). At day’s end, they can sell paintings to earn Renown (i.e., turn in Landscape Cards to gain Commission cards worth Renown). Players also earn Renown by completing Daily Goals and by possessing Landscape Paintings at game’s end.

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