This was a Facebook Live session where Dave and Chris did a 2 player playthrough of Ticket to Ride: Nordic Countries. Explanation of the difference in game play from the original game.
This was a Facebook Live session where Dave and Chris did a 2 player playthrough of Ticket to Ride: Nordic Countries. Explanation of the difference in game play from the original game.
In this series of videos, Dave and Chris are going to go in depth covering this wonderful game system and all of the maps available to date. Check out this first episode where they talk the original Ticket to Ride.
7 Wonders is a game that has been hitting our gaming group’s table on a more frequent basis as of late. For the longest time we played just the base game, but we finally introduced the Leaders expansion into the mix. Briefly, the Leaders expansion for 7 Wonders introduces a new card type: Leaders. It adds a new drafting phase at the beginning of the game where players draft 4 Leaders for use during the game. The Leaders have different powers and help guide strategy for drafting cards during the ages and may give some direction in building up a player’s civilization. At the beginning of each Age, there is a Recruit phase where players may either pay the recruit cost of the Leader and put it in play to gain its ability, or use the Leader to build a stage of their wonder, or discard the card for 3 coins. During Age 3, the final leader is discarded and not used.
With 7 Wonders celebrating its 7th Anniversary, there were 2 Anniversary Packs released in the later part of 2017. One of them is the Leaders Anniversary Pack.
The Leaders Anniversary Pack comes with 15 new Leaders that are incorporated into the existing Leaders deck. An interesting thing is all of the Leaders in the Anniversary Pack are women, adding to a balance of gender representation of the Leaders in the 7 Wonders game.
Each of the new cards has a special 7 icon at the bottom of the card to distinguish them as the Anniversary Pack cards.
And the new Anniversary Pack cards have spot UV on them so there are certain places of the cards where the images pop more and make them look really great.
OVERVIEW OF THE NEW LEADERS
So, these women mean business and they add some interesting elements to the game. First, there are 5 Leaders that increase the level of competition between players and their immediate neighbors. These Leaders are: Cornelia, Eurypyle, Phryne, Theano, and Makeda. At the end of the game, these Leaders award victory points if the player has more cards of a corresponding color, or coins in their treasury than each of their two neighboring cities (counted separately)
There are some cards that have a new Age-based cost, designated by an A in the coin cost of the card. This means that the cost to recruit that leader is based upon what Age they are recruited. For example in Age 1, the cost would be 1 coin, whereas in Age 3 the cost is 3 coins. You can see examples of the Age-based cost in the images above.
There are some leaders that have you take a gamble on end game scoring if you can meet their requirements. Cynisca‘s ability is: At the end of the game, she is worth 6 victory points if the player has no Military Defeat tokens. Her cost is Age-based, so she is cheaper to recruit early on, but that player is exposing a potential strategy to go strong on Military.
Agrippina will reward a player if he or she essentially denies themselves recruiting any other Leaders. She is worth 7 victory points if she is the player’s only face-up Leader at the end of the game.
There are a few Leaders that will affect a player’s Military strategy. Nicotris will immediately grant a Military victory token corresponding to the current Age. So she is really powerful in Age 3 compared to Age 1. Telesilla can help a player who decides to ignore Military. When she enters play, the player who recruits her discards all of their Military Defeat Tokens. Each other player discards one Military Victory Token of their choice. Gorgo is another Leader who can work with a strong Military Strategy by rewarding victory points to identical pairs of Military Victory tokens.
Roxana is a Leader that is very useful if recruited in Stage 1. Once she is in play, she grants the player who recruited her 2 coins each time on of the two neighboring cities builds a Wonder stage.
Aganice and Enheduanna are two Leaders that contribute to the Scientific Strategy. One grants an additional scientific symbol matching whichever symbol the player has the most of, and the other allows a player to change one of their scientific symbols into one of their choice. And this can affect green, white, and black cards.
Finally, there are 2 Leaders that can cripple other player’s treasuries.
Arsinoe is a Leader who can be quite deadly in Age 3. When she enters play, she grants the recruiting player 4 coins and then causes each other player to lose a number of coins corresponding to the current age. So in Age 3 players would have to lose 3 coins, which can affect the ability to pay to borrow resources from neighbors or at minimum, cost 1 victory point for coins in the treasury. Since Leaders are revealed simultaneously, Arsinoe’s ability should not prohibit another player from being able to pay the recruit cost for their chosen Leader. Octavia is another useful Leader of recruited in Age 1. Whenever the recruiting player builds a Wonder Stage, she grants them 2 coins and causes each other player to lose 1 coin.
IMPRESSIONS ON 7 WONDERS: LEADERS ANNIVERSARY PACK
I thoroughly enjoy using the Leaders expansion and to me adding the Anniversary Pack is a no brainer. I really like the abilities that each of the new Leaders brings to the game. They integrate well with the existing expansion and add some new combinations for recruited Leader synergy. In my overview of the Leaders, I made mention of some strategic uses for these new Leaders.
I have always enjoyed the artwork in the game and I like the contributions for different artists for this project as well. I really like the spot UV treatment on the cards, however, it makes me wish that the whole game got that treatment. Also, the cards in the Anniversary Pack are slightly thicker, but it is not noticeable from looking at the cards as the backs are all identical and there is no color variation to distinguish the new Leaders.
FINAL THOUGHTS ON 7 WONDERS: LEADERS ANNIVERSARY PACK
For 7 Wonders players who have never used Leaders, I recommend picking up that expansion and the Anniversary Pack together. Leaders fits so well with the base game, and the added potential of the 15 Leaders in the Anniversary Pack make it a worthwhile addition. For players who have been using Leaders for a while, The Leaders Anniversary Pack adds some fresh new abilities for players to consider when drafting Leaders and choosing to recruit them. First, with interesting combinations that Leaders can now add to each other, this pack makes the Leader Phase at the beginning of the game very even more mindful, and you need to be aware of what Leaders you will be passing to your neighbor. Second, the Age-based cost for some of the Leaders is something I really like because it challenge players to risk laying out their strategy earlier in order to save a few coins. Third, many of the Leaders in this pack are quite useful in Age 3, so it makes the Leader phase more interesting as players will need to weigh options when drafting Leaders as to where they hope to be two-thirds of the way through the game.
This is a well done mini-expansion that adds a lot and it is something that will be used whenever we play 7 Wonders.
“If we can just get past the hall monitor…….”
Over the past couple of years, dexterity games have become quite popular, with many titles coming into the marketplace. Building off of some concepts of games like Crokinole, a new flicking game is out that puts a play on cutting class in school, trying to avoid the hall monitor and get into some mischief.
Enter………Ice Cool from designer Brian Gomez, published by Brain Games Publishing. Ice Cool is a dexterity game for 2-4 players, ages 6+, and it plays in about a half an hour.
QUICK GAME SUMMARY
In Ice Cool, the game is played over multiple rounds. In each round, one player takes on the role of the Catcher (hall monitor) with the other players taking on the role of Runners. The Runners goal is to skate around the school, through certain hallways to gather up fish and collect points. The Catcher’s goal is to catch the runners and take their IDs to score points. A round will end when either any Runner has collected all 3 fish tokens of their color or The Catcher has caught all Runners. Then start a new round and repeat. The game ends when each player has been the Catcher once.
OVERVIEW OF GAME PLAY
I am not going to go over all of the rules in-depth, but if you want to read the rules, click the link –> GAME RULES
The first thing that has to be done is to assemble the game board, which is made up of smaller boxes that all fit together to form the play area. All of the boxes are numbered
and each of the doorways is color coded to match up.
When everything is finished the board looks like this:
Each player chooses a color and takes their player pieces.
One player takes on the role of the Catcher and places their penguin in the kitchen. All of the penguins are plastic with the pieces weighted at the bottom where when the piece is at rest is stands up straight. All of the Runners will place their fish tokens over the doorways that are marked with a fish icon.
A bit about the Runners…
In turn order, starting with the Runners, each one will start in the classroom and flick their penguins around trying to get through hallways to collect fish and score points.
Players need to move completely through a door with a fish token to be able to collect it.
This is accomplished by flicking the penguin in a way that it will move through the doorways to score.
There are a number of different techniques that can be used to flick the penguins around. The video below produced by Brain Games shows some great moves that can happen in the game.
If a penguin is flicked out of the game play area, just place it back where it started, however the turn is over. Penguins can be flicked over doorways, but in order to collect fish the penguin must go THROUGH the door. When a penguin goes through a door with a fish token of its color on it, the token is taken and a fish is collected. A card is drawn from the fish card deck that awards points. Each fish can be worth 1 to 3 points. The fish cards are placed face down in front of the player, partially covering their color reminder.
Eventually, the Runner will be caught by the Catcher. If this happens, the Catcher takes that Runner’s ID. The Runner can still collect fish to score points.
A bit about the Catcher…
The Catcher’s goal is to catch the Runners and take their IDs. For a Catcher to take an ID, all it has to do is touch the Runner. The Catcher is always last in turn order.
In the pictures you see red lines on the boards. These are used as boundaries to place a penguin on if it is too close to a wall to flick or gets stuck in the middle of a doorway. The rulebook explains how to deal with those situations. Also, if your penguin is moved when it is not your turn, either through a doorway or into the Catcher, you resolve those effects. That means it is possible to gain a fish card or lose your ID when it is not your turn. If a player, including the Catcher wishes, they can gain an extra turn by revealing two cards that have a value of 1 on them. There are ice skate icons on the bottom of the cards. Revealing the two cards at the end of the turn gives that player ice skates and allows for an extra turn. Multiple extra turns can be taken in a row if there are enough cards to be used.
A round will end when either a Runner collects all three of their fish tokens OR the Catcher catches all the Runners. At the end of the round, starting with the Catcher, each player draws 1 card for each ID card they have. So a maximum of 4 fish cards can be gained by any player at the end of each round. Reset the board for another round just like the start of the game, with a different player taking on the role of the Catcher. The game will end after each player has taken on the role of the Catcher once. There are rule variations for a 2-player game where each player has to be the Catcher twice. The player with the most points is the winner.
Ice Cool is my first experience with Brain Games since they are rather new to the US market. I have to say that Ice Cool is fun game. It is no wonder that the game has won awards, most notably 2016 UK Games Expo Best Children’s Game, and 2016 Game of the Year Award from Creative Child Magazine. Now to me Ice Cool is not just a kid’s game. Adults can enjoy this as well. I like the theme of the game, with a fun play on cutting class to go get some food. I like that the rules are simple and players will be up and running in just a few moments. There is even a nice tutorial in the rules that shows flicking techniques and has the players do a practice lap around the board.
The game play itself is rather simple. Flick your penguin to do what you need to do… either collect a fish token or catch a Runner, depending on what your role is. The design of the penguins, with their shape, offers some cool moves, like making them curve, and also making them jump walls. Now me, personally, I am like a bull in a china shop when it comes to flicking games, with bad aim, and no finesse when it comes to the flick. However, I was able to make my penguin jump a wall. I think this is the strongest point of the game. All the while, when flicking the penguin around, players are developing fine motor skills. So Ice Cool can be used in Occupational Therapy sessions besides being played as an activity. The points collected are purely based on the luck of the draw, but I do like the “catch-up” mechanic where players may reveal two “1” value cards to get an extra turn. This can help at least give a jump on getting another scoring opportunity. The game plays quickly, in under 30 minutes making this game great for schools for rainy-day recess as well as a lunch game at work. And one thing I really like is the way the game stores, with each box being slightly smaller than the next and they stack inside each other.
I did have a minor issue with the boxes staying perfectly aligned during game play. The boxes are held in place with 1 wooden clip and I had instances of the boxes shifting. It is not a major issue, but it does have an effect on the size of the door opening.
In the picture above, the two boxes are supposed to be offset, but notice the dots in the doorway, as they have shifted during play. I do like that the game boxes stack inside themselves for storage, but I do wish there was alternate board setups to change things around. Again, not a big issue, but after while, seasoned players will have a strong feel for the board layout and that will work to their advantage over players with less experience.
Ice Cool is a quick, fun game that can be enjoyed by a lot of different types of people. With a 30 minute or less play time, younger players will stay engaged the whole time without losing interest. The game is great for developing fine motor skills when it comes to flicking techniques. With uses for school and also Occupational Therapy, Ice Cool branches out beyond the gaming table. If you are looking for a dexterity game that involves flicking, Ice Cool is one you will want to check out.
For more information on Ice Cool, click HERE
*Disclaimer* This copy of Ice Cool was provided by the publisher for the purpose of review.
In late 2015, HABA stepped out from their famous yellow-boxed line of games for young children and rolled out a new line of board games that were more suited for families to play along side their famous yellow boxes. These games were the next step in developing thinking skills for kids, but also enough depth that adults can enjoy them as well. That first lineup included the 2016 Spiel des Jahres nominee Karuba. The next game in this family series is Meduris – The Call of the Gods from designers Stefan Dorra and Ralf zur Linde.
Meduris is a strategy game for 2 to 4 players, ages 10+ and plays in a bit over an hour. The game is illustrated by award-winner Miguel Coimbra, who also did the artwork for the 2011 Kennerspiel des Jahres award-winning game 7 Wonders.
In Meduris, following the call of the gods, your people strike out to settle at the foot of Mount Meduris. The mountain is dedicated to the most important of the Celtic gods and has fertile soil and plenty of raw material awaiting brave settlers. The fields are full of juicy grass for your sheep, and there are quarries, mines, and dense forests. The area at the foot of the mountain is divided into nine districts, whose rune stones indicate the worship of various gods. As the four chosen ones, it is your task to develop the settlements and delight the gods. Your workers obtain the materials for constructing huts and temples on the high plains of the mountain. Only a player who obtains enough materials, cleverly selects the site of their huts and temples, and gains the mercy of the gods by making offerings to the druid will be selected as leader of the tribe.
OVERVIEW OF GAMEPLAY
Depending on the number of players, choose the appropriate side of the board as marked on a stone in the corner of the game board. At the beginning of the game, the various resource chips are placed in the appropriate spaces on the high-plain areas that surround the mountain in the center of the board. Players will take their components and place them in front of their player screens. In the picture above, notice the huts and temples in front of the blue player’s screen. Players then take one of each resource chip and place them hidden behind their player screens. Players, alternating in turn order, will place their workers in the different regions of the high plains. This is how resources will be gathered. In a 3 or 4 player game, players have 2 workers; in a 2 player game, 3 workers will be used by each player. Workers can be stacked on top of each other, with a limit of 3 workers.
The druid is placed on his temple in the corner of the board.
Play commences in a clockwise direction. A player’s turn always consists of two parts. The first part of the turn is called the small yield. This is done by rolling the die.
The six-sided die has four of the faces that show +1s on them in colors that match up with the four resources in the game: wool (white), copper (metallic), stone (gray), and wood (green). If one of these faces is the result, players will take obtain 1 resource chip of that type for each worker they have in that region and place into their supply behind their screen. The other 2 faces of the die will result in either each player taking a resource chip of their choice, or returning a resource chip from their supply back to its corresponding region of the high plains.
The second part of a player’s turn offers 3 options. The first option is called a Big Yield. This is a way to obtain more resources. Move a worker from one region to another. The worker can be taken out of a stack to be moved. In the new location the worker is placed on top of the stack. Depending on where the worker is in the stack determines the number of resources gathered.
In the picture above, the red player moves their worker onto the wool region. Since there is one worker below the one just placed, the red player will receive 2 resource chips. If the red worker was alone, only 1 chip would be obtained, and if the red worker had 2 workers below it, the red player would take 3 resource chips.
Another option is to build a hut. Each player has a number of huts that must be built during the game. In a 3-4 player game 8 huts; a 2 player game requires each player to build 12 huts. If you want to build a hut, you must choose an undeveloped field in the area of the board that surrounds the high plains regions. Each field has 2 resource icons. These are the resources that must be used to build a hut on this field.
Players return the required resources from behind their screen to the high plains areas and place a hut on that field.
Some spaces have bonus chips on them. If you build on these spaces, you will gain the benefit offered: gaining extra victory points, building for free, or even making a free offering to the druid (more about him later).
Sometimes, building a hut results in a settlement, which is two or more huts standing directly next to each other. They are divided by temples and undeveloped fields. When building a hut in a settlement, the resource requirements increase. For example, the second hut in a settlement will require 2 of each resource to be used, if it was the third hut, 3 of each and so on. Expanding settlements is costly, but…..rewards are greater too. More about that in a bit.
Once a hut has been built, the player takes the rune stone that matches the field the hut was placed on. These rune stones can be taken from other players if necessary. The rune stones are used for scoring points during the game.
Once the hut is placed, the druid moves. The first 3 moves the druid makes will be on the stone fields coming from his temple. After that, the druid moves around the board in a clockwise directions to occupied fields that have either huts or temples on them. I will talk more about the druid later.
A player can also choose to build a temple. A temple must be built on an undeveloped field that does not have a bonus chip on it. A temple is built similarly to how huts are built with the exception that required resources do not multiply like they do in settlements. So each temple requires 2 resources as noted on the undeveloped field. Each player has 2 temples that have to be built during the game. Temples create a border for settlements and offer players opportunities to score victory points based on the size of the settlement(s) directly to the left or right on them.
When placing a temple, a player does not receive a rune stone. After placing a temple, move the druid.
So let’s talk about the druid, since he has been mentioned several times now. The druid will visit huts and settlements where he will perform offering rituals. Think of the druid sort of as a door-to-door salesman. He visits a single hut, or he visits each hut in a settlement.
When the druid moves to a hut in a settlement, the owner of that hut has an opportunity to make an offering , where the druid performs an offering ritual that invokes the favor of the gods, which results in victory points being awarded. What the druid requests for an offering is the 2 icons on that field that were required to build the hut. Players can offer one or both of the requested resources in order to score victory points. Returning 1 of the requested resources earns 1 victory point, but returning both requested resources gives as many victory points as there are huts in the settlement. For example, if there are 6 huts in the settlement, 6 victory points are rewarded. So it may be worth the investment to build into a big settlement in order to gain a lot of victory points.
If the druid visits a single hut, only 1 resource is necessary to offer since only 1 point can be rewarded.
If a player chooses to not make an offering, then 1 victory point is lost, and that player’s marker is moved back one space on the score track.
One more thing we need to discuss about the game play is some interim scoring throughout the game. There is a section of the board that has the Great River on it. Whenever the druid’s movement causes him to cross the Great River, the game pauses and there is an interim rune scoring phase.
During the interim rune scoring, players receive 1 victory point for each rune stone currently in their possession. Then play resumes as normal.
The end of the game is triggered as soon as a player has placed all of their huts and temples. All other players take one more turn and then a final round begins. During the final round, use the die to mark the druid’s position and he does a final complete lap around the board for players to make offerings for scoring victory points. There is no interim rune scoring during the final lap.
At the end of the game, the player with the most victory points is the winner. There are several layers to break ties, but there is a chance for more than one winner.
I have been impressed with HABA’s offerings in this family series of games so far. And Meduris – The Call of the Gods does impress me. Stefan Dorra has designed many games, with one of them being a favorite of mine, For Sale. HABA does a great job with production quality for all of their games. This game offers nice, bright wooden pieces, that are chunky. Also, the artwork for the both the box and the game board is awesome. I also find the MSRP of $49.99 quite fair for what you get, because there are a lot of wooden pieces in the game. In addition, the game is very approachable for families to play together as well as an evening of adults getting together to play.
The game uses mechanics that are similar to other games. For example, the resource gathering is very similar to Catan with the rolling of the die. It is very easy to get into and start playing the game because the rulebook is well written with plenty of illustrated examples. There is also a rule summary page as well. I found the gameplay overall to be engaging and turns do move rather quickly. It does a great job of challenging players to manage their resources, especially when it comes to building huts in settlements, with the multiplied resource requirements as the settlements expand. This is a great aspect of the game because it really helps younger players to develop skills to manage resources. Challenges arise for players as to timing for building huts or temples, both for possessing rune stones and erecting temples to border settlements. Players have to be aware of both what they themselves are doing as well as what their opponents are up to as well. Do you take multiple turns doing big yields to build up a large amount of resources and then build? But then you may miss out on getting in a large settlement with one of your huts before it is bordered by your opponents’ temples. Do you try to stop the expansion of a large settlement by placing a temple, only to deprive yourself of more victory points if you had placed your temple next to it when it was larger? Do you anticipate the druid’s movement and build in an area to grab a rune stone so you have it when the Great River is crossed? These are just some of the questions that you will ask yourself as you play Meduris.
The game also has some points that can be of concern. Because as settlements get larger, the resource requirements increase, and as a result it takes longer to build huts. This can sometimes make the game feel like it is dragging because there may be multiple turns that will be nothing but big yields. This is most noticeable in a 4-player game, where in some cases the game can feel a little long. Not a big concern but just something I noticed. I also feel that as a 2-player game, the experience is not so good. It is just a back and forth race and it just seems dull without additional players to compete with for points. I prefer the game with 3 or 4 players. I do like that the game will scale with players with the 2-sided game board. I think my biggest complaint has to do with the final round. The druid makes a final lap around the board to each settlement for offering rituals. If a player has all 8 (or 12 in a 2-player game) huts out on the board, that means a player has to be pretty stacked with resources in order to make offerings without losing victory points. This goes hand in hand with the game feeling a bit long; to really score, you need to prepare for the last round with a large amount of resources to make offerings.
Overall, I found Meduris – The Call of the Gods an enjoyable game. I found it challenging in the management of resources and also the timing of building. I like the amount of tension the game offers as players work to gain victory points while trying to get all of their buildings onto the board. I think the age recommendations are appropriate for Meduris, but some 10 year olds may be challenged by the game. I think this is a fine representation of a resource management game where having what you need, when you need it is of vital importance. I really like the quality of the components, artwork and overall presentation of the game, as it looks great on the table. I am a bit disappointed in the way the final round carries out, but I guess moving forward in future plays it will go into planning of the resources. I can say if you are planning on playing this game primarily with 2 players, you may want to try it before you buy it, as I do not recommend Meduris at 2 players. I prefer it with 3 or 4 players, even if it can feel a bit long at times at 4 players. I prefer the 4 player game because of the competition with 3 different opponents, but the 3 player game is played on a smaller board and it does offer some tight competition as well. Despite my feelings about the final round, I think the game is fine and is definitely worth taking a look at if you are planning on playing with at least 3 players.
For more information about Meduris – The Call of the Gods, here is a link for your convenience —> http://www.habausa.com/meduris-the-call-of-the-gods.html
*Disclaimer* The copy of Meduris – The Call of the Gods used in this review was provided by the publisher for the purpose of review.
Aye matey! Would ye like to join me crew? There be glorious booty for us to snatch from the farmer’s wife! She be makin’ the most scrumptious pies!
Pie Rats of the Carob Bean Farm by Wild East Games, which was successfully funded on Kickstarter is for 2-4 players (6 with the expansion)
In this game each player is a rat captain trying to amass a crew strong enough to carry off pies from the windowsill of the Farmer’s Wife and score points.
1. Everybody chooses a captain card
2. Shuffle pie cards together and deal 10 facedown in a stack
3 Deal each player three cards from the main deck.
You are ready.
At the start of each round, turn over the next pie card from the deck. Next in turn order, each player will add any charisma cards to their captain if desired. After charisma cards have been added again in turn order and any crew from your hand to the table
The next step is to decide if you would like to protect a crew member or attempt to lure a crew member away from an opponent again intern order. If you decided to lure, Target a player.
To lure an opposing crew member away, need to have a higher charisma total than the opposing cards loyalty total. (Your total charisma is made up of your captains base charisma plus any charisma cards placed on him.
If you decide to protect a crew member turn that crew members card sideways. That crew member cannot be targeted for being lured away that turn
The very last phase during a turn is to loot a pie. To loot a pie intern or just announce you are going to be losing a pie from the center of the table. In order to Luna pie you must have more strength points Dan the pie you are trying to boot in order to score it.
Once all six phases are finished everyone drives back up to three cards and the new round begins with revealing a pie. The six phases will continue until the last pay card is taken and all the player with the most points is the winner
My Review: I don’t think this game is any good. Doesn’t seem to be much of a game here. A cute idea but not done well.. There were three major issues I had with this game:
I am an avid Kickstarter backer. Most of my games come from smaller companies and end up being decent and fun. I think this needed a little more polish. This might be okay for kids just getting into gaming, but I can’t see this one lasting too long.
In this episode Dave is joined by his niece Kaylee and her two friends Brooke and Taylor as they do a 4-player playthrough of Costa Rica from Mayfair Games. In Costa Rica, players are exploring the Costa Rican rainforest searching for animals to collect. They must explore different terrains in order to find all the different animals. Facing the threat of dengue fever, players must choose whether to play it safe or to press their luck trying to get the greater reward.
The rulebook even has information about Costa Rica and the animals that we find in the game.
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