In this video, Dave and Chris discuss this lower player count version of Ticket to Ride. They share insights and discuss strategies for the game
In this video, Dave and Chris discuss this lower player count version of Ticket to Ride. They share insights and discuss strategies for the game
Game: Visitor in Blackwood Grove
Designer: Mary Flanagan, Max Seidman
Players: 3-6 Players
Playtime: 5-15 Minutes
Play Type: Deduction/ Hidden Information
On a dark night in the small town of Blackwood Grove, the peace is disturbed by a sudden crash. Luckily only the Kid is around to see the chaos unfold. Government agents rush to the scene to try to get to the UFO, but there is a force field around it. The Kid and the Alien must build trust to help make a speedy escape before the Agents figure out how to work around the force field.
In Visitor in Blackwood Grove players will take on one of three roles, either the Kid, the Visitor or one of the Government Agents. The Visitor and the Kid are working together to be solve the mystery. All Government Agents work alone, not on a team with the other agents. When setting up, each player will draw a starting hand of seven cards. Then the Visitor will draw two face up cards and place them near the force field. Looking at those two cards, and the seven cards in their hand the Visitor will create a rule for the game. It could be something like, “Things that are red”, “Things that are natural” or “Things that have strings”. The Visitor can make up any rule, but it shouldn’t benefit one party over any one else. If the Visitor is struggling to come up with a rule, there are a deck of examples that can be tweaked to fit the situation.
Then the Visitor will place the two cards according to whether they would fit the rule or not. Cards that fit the rule will be placed face up on the eight card spots in the force field. Cards that do not fit, will be placed face up on the outside of the board. Imagine there are eight spots outside the board as well. There can only ever be eight visible cards surrounding the board. The rest will be stacked on other cards.
Now players will begin playing. The goal of the game is to be the first player (or team for the Kid and the Visitor) to correctly guess the passrule. When it comes time for any player to prove the passrule, they will do so NOT by guessing the rule verbally, but instead by drawing 4 cards and correctly guessing whether they would pass through the force field or they would be repelled by it. Each type of player will have their own actions. Let’s take a closer look at those.
Government Agents will start the game. If you have more than one Government Agent, the one sitting to the Visitor’s left will start. Agents always only have two options on their turn. First they can test an object. They do this by handing the Visitor a face down card. The Visitor will then look at the card, and place it face down on the edge of the force field if it fits the rule, or face down on the player mat if it does not fit the rule. After the card is placed, the Visitor will put that player’s marker on it to differentiate the different piles. Then the Agent will draw up to seven cards.
Once the Government Agent feels they understand the passrule they can instead use their turn to prove the passrule. They will draw four cards and line them up with the four rows on the forcefield board. The Visitor will then take their UFO chips behind the screen and place them to determine whether the items are correct or not. UFO chips on the board are admitted, UFO chips off the board are not. The Government Agent then pushes the cards they feel would be admitted towards the board. The Visitor reveals their answers. If the Agent was correct they win the game. If they were incorrect, the face up cards go into their correct space on the board (face up in the 8 card slots on the board if they were admitted, face up on the outside if they were repelled). When an Agent is incorrect, also move the Trust up between the Kid and the Visitor two spaces.
That is all for the Government Agent. Next let’s take a look at the Kid. The Kid’s available actions are dependent on their position on the Trust Track. They start up being able to predict objects. When the trust track is low, the Kid will do this by placing a card from their hand face up and guessing whether it will be admitted or repelled. The Visitor will then place the card in the correct spot. If the Kid was correct they will get to place another card and repeat the process a maximum of three times, or pass and instead gain one trust for the number of cards they have guessed correctly. If they guess incorrectly, their turn immediately ends and they gain no trust. The Kid only draws cards when they gain trust, so it crucial to gain trust. Once the Kid and the Visitor have two or higher trust, the Kid may also prove the pass rule. This works the same as the agents, but if the Kid is wrong they do not get trust.
As the Kid gains trust, they get additional benefits as well, such as being able to play cards facedown, being able to prove the passrule directly after passing or having agents reveal their face down cards.
The Visitor’s turn is simple. If the Kid’s trust is 0-2 the Visitor takes one card from their hand and places it according to the passrule on the board. If trust is 3+ they do the same thing, except their card is secretly shown to the kid, then placed face down according to the passrule. If the Visitor has no cards at the beginning of their turn, they lose and the agents win.
Turns continue with the Agents going, then the Kid, then the Visitor until someone correctly guesses the passrule or until the Visitor is out of cards.
Visitor in Blackwood Grove comes with 142 object cards, a force field board, a Visitor shield, trust board and wooden meeple, 6 player mats, 10 card markers, 13 example pass rule cards, 4 UFO guess tokens and a component bag.
Overall the components are quality. Everything feels like it will hold up to wear and tear. I really like that the trust board and player mats have clear reminders of what players can do on their turns, and what happens at each stage of trust. It makes explaining the game a easy and painless process. Also, the art is wonderful. It is thematic, yet easy to decipher.
Players who do not like mini cards may be disappointed that the object cards are relatively small. Luckily there is no text included on the cards, so players won’t be struggling to read off the small cards. I do wish that the force field was just a little bit bigger, as it does have a tendency to feel a little crowded towards the end of game play.
Bonus points? The box glows in the dark, which is a pretty cool touch.
Many people know, I really enjoy both asymmetric and social deduction games. It should not come as a surprise that I enjoyed Visitor in Blackwood Grove. I think it is a game that can easily be taught to anyone (even non gamers) because turns are simple and options will be right in front of the players because of the player mats. I would even say that you could probably teach a child as young as 6 or 7 to play the game. However, I would suggest having the most experienced player be the Visitor, at least until players grasp the concept of the game. Despite the fact that it is mechanically simple, it can be very difficult to actually win.
You need to be able to predict how another person is going to view the card that you hand over. Some objects can be open to interpretation throughout the game and that can be difficult. For instance, yesterday I played a game where the passrule I created was objects you can find in a school. One of the Agents passed me a card with Saturn on it. I repelled it from the force field, because you won’t find an actual planet in a school. He insisted after the game that you could find them on posters or models. This adds an extra layer of difficulty that players won’t necessarily think about until they are actually playing the game.
I already mentioned that the artwork is beautiful, but it is also colorblind accessible. Any cards that have a color reference will also list the name of the player it is associated with. Thus meaning that color plays almost no role in the mechanics. Unfortunately for some, the game has a minimum player count of at least three players. This makes it not a good fit for players who look for solo games, or for people who just live with one other person. It was something I struggled with while trying to play it for the review. During the week, I am normally only with my husband, so we had to wait until game night to play it.
Visitor in Blackwood Grove felt very similar to Mysterium to me in gameplay. While not exactly the same concept, the Visitor took on a similar role to the Ghost. Both games have similar tension, and in both games the person in this role could choose not to talk at all. In addition to mechanical differences, Visitor in Blackwood Grove is also a lot shorter than Mysterium, allowing players who want a strong deduction experience to do so in a short period of time with limited set up. The set number of rounds ensures that this game will play in under twenty minutes, and set up is easy and does not take up much space. I could easily see taking this to a brewery or public space to play.
In addition to Mysterium, I could see players who enjoy games like Dixit, Muse or Whitechapel enjoying Visitor in Blackwood Grove. It has a similar feel to many of these deduction games but it provides it in a much quicker experience. It also focuses heavily on the visual element of game play similarly to Dixit or Muse. Also, if you enjoy movies like E.T. or Paul, you might enjoy this game themeatically. The idea of taking the role of the alien escaping can be very appealing. Overall, I have found that Visitor in Blackwood Grove will be a keeper for me. I enjoy that it is quick to play and provides an asymmetrical game play experience, but I do wish that it had a two player variant. It will be available to purchase as a Target Exclusive on August 1st, 2018.
Designer: Danny Devine
Published: Renegade Game Studios, Fever Games
Players: 2-4 players
Playtime: 15-30 Minutes
Play Type: Abstract Strategy
It is a bright and sunny day, and a new topiary garden has opened up in town. You plan on visiting the garden, but know it will be crowded on a day like today. You will have to place your visitors carefully to get the best view of the garden, and rearrange the garden so that nothing blocks the spectacular view.
Set up in Topiary is pretty simple. First players will each take a set of visitors in their color, checking to see how many they get based on how many players there are. Then players shuffle the sculpture tiles and create a 5X5 grid in the center of the table, turning the center tile face up. Then deal 3 sculptures from the deck to each player, returning all other sculptures to the box. Set the scoreboard and scoring markers aside, as they will not be used for the time being.
Turns are very simple in Topiary. There are two steps players may do each turn. First, players MUST position a visitor. They do this by placing a visitor so that it has line of sight done a vertical, horizontal, or diagonal row. Only one visitor may be placed on each line of sight. Then the player has the option to rearrange a sculpture by picking up one of the face down tiles in the sight line they picked, and they may then replace it from one in their hand, returning it back to the grid face up. Play continues like this until all players have placed all of their visitors.
Scoring is the most involved part of Topiary. Players will first check all of their line of sight rows and score the points written on the tile for the sculptures they can see. Larger sculptures (determined by the higher numbers) will block line of sight of lower numbers. Then players get points for type bonuses. If a player can see two or more of the same type of tree in a line of sight they can an additional point. Players can gain a type bonus for multiple types of trees in one row. Finally players reveal the card types in their hand. Players will score the face value of their tiles, if they can see at least one of that kind of tree from their lines of sight.
The person with the most points at the end of the three scoring categories is the winner.
Topiary comes with 40 sculpture tiles, 32 wooden meeples, and a scoreboard with 4 colored score markers. Everything about the game is quality, with all pieces being vibrant and sturdy. I was especially impressed with the meeples chosen for Topiary. They come in four different colors, but also in four distinct shapes. One of the shapes also depicts a meeple in a wheelchair. This focus on accessibility made my heart warm as a special education teacher who could potentially use this in a classroom. More functionally, the different shaped meeples also make the game colorblind accessible. The different shapes are also represented on the score tracker, ensuring that the game is completely accessible.
Easy to Teach
Topiary is a deceptively simple abstract game. New players will feel comfortable with their turns quickly, as there are only two steps to them. However, as players go on to master the game it becomes very thinky. Players not only have to consider how they place tiles in their current line of sight, but also how it effects their other line of sights, and how other players might in turn change their line of sights in reaction to the move. Every move will count in this game, which is something that I very much enjoy. Players who are planners like me, will also find enjoyment, as there is some variability based on the facedown tiles, but because of the tiles in hand, players to have the capability to plan ahead.
Players who do not enjoy “take that” may become frustrated with Topiary, because there is the potential for players to purposely mess with one another’s scoring by placing sculptures in their line of sight. While I believe that this adds to the strategy and overall enjoyment of the game, some people may not enjoy that.
If you enjoy abstract games like Azul or Photosynthesis, I would suggest Topiary as well. It has a very similar feel to Photosynthesis in many ways, but it is quicker to set up and easier to explain to new gamers. As a teacher who is concerned with making all of my students feel welcomed, I may include this game in my classroom library due to its focus on colorblind accessibility and depicting meeples who are physically disabled. While that might not mean very much to everyone, knowing how it would effect some of my students makes me happy they included that small detail.
Overall Topiary is a quick thinky game. Despite the fact that the game is a filler game, it provides players with the feeling that they are playing a much more substantial game because of the thought that goes on throughout the game. It makes a great opening game for a game night, or a great quick after dinner game.
Game: Dirk Gently’s Holistic Detective Agency: Everything is Connected
Designer: Matt Fantastic
Published: IDW Games
Players: 3-8 players
Playtime: 20-60 Minutes
Play Type: Social Story Telling/ Deduction
Based off the TV show and novel, Dirk Gently’s Holistic Detective Agency, in this game players will take on the roles of Holistic Detectives, Police Detective and Assistant Detectives to get to the bottom of a mystery. Given a handful of clues and a few persons of interest, you must decide what happened and give a more convincing tale than your competing Police Detective.
In Dirk Gently’s: Everything is Connected, players will take on different roles as the rounds pass. There will always be one Holistic Detective, and to the left of that person will be the Police Detective. The remainder of players will be assistants.
During set up, each player will take four clues. Then the current Holistic Detective will draw one mystery card, and 3 persons of interest cards. These are placed in front of everyone and are common knowledge.
Assistants then take two of their four clue cards and hands them to the Holistic Detective. These will become elements that must be incorporated into the story that is being told.
Once the Holistic Detective has all of the clue cards, they take half of them and try to create a convincing story using all clues to explain the mystery. In addition to using all the clues, the player must tie the story to a person of interest.
After the Holistic Detective gives their interpretation of what happened, the Police Detective takes the other half of the clues and does the same thing.
Once the two players have given their arguments, the assistants simultaneously vote by pointing at the person whose story they felt was more convincing. That detective takes the mystery card as a point.
Rolls then shift to the left, making the Police Detective the new Holistic Detective. Players draw back up to four, then start another round.
The game ends when each player has been the Holistic Detective twice. The player with the most mystery cards wins. If there is a tie players must compete in a final mystery. If there is still a tie, players split the win.
Dirk Gently’s Holistic Detective Agency: Everything is Connected is made up of three different decks of cards, with a total of 300 different cards. The cards are quality cardstock and feel like they will live through some wear and tear.
Artistically, the game is very simple with very little illustration or artwork. It is mostly comprised of text, but some of the cards do have some imagery on them. While I would have loved to see more imagery, the game is still aesthetically pleasing without it. The cards are well laid out, easy to read, and easy to distinguish one kind of card from another.
The game is color blind friendly, as while the cards are easily distinguishable by color, they are also labeled by type of card on both sides.
It would be difficult to say whether Dirk Gently is a good or bad game, in that it is the kind game that is really going to depend on who is playing. Players who are looking for a party game, that includes some adult humor, but more talent and strategy than games like Cards Against Humanity, Apples to Apples or the variety of other games that are similar to these titles will find that they may really enjoy this game.
Players must be comfortable with improvising stories given some elements to play this game. When players are very good at this trait, it makes the game funny and engaging. However, if played with a group of people who do not enjoy this, the game is quick and downright boring. Additionally, players must be somewhat aware of popular culture. Many of the clue cards reference bands, places, and political movements that players must be aware of to weave into their stories. Players can look these items up if they are unfamiliar, but it does slow down game play.
Dirk Gently’s Holistic Detective Agency: Everything is Connected is not a family game. There are many adult references in the game, and because of that stories tend to be inappropriate for young kids. Some example clue cards include: “Masturbation”, “A Super 8 Stag Film”, “A Underground Sex Shop”, and “Discontinued Condoms”. There are others but you get my point.
I would suggest this game for adult players looking for a party game that has more involvement and strategy than other adult themed party games available on the market. Due to the nature of voting and the variety of stories that players can tell, the game keeps all players engaged throughout. It also has a great deal of replayability in that no two stories will ever be the exact same, even if players were to get the same set of clues. It plays similar to other story telling games like Once Upon a Time, so if you enjoy that, but want something differently themed I would suggest taking a closer look at this one.
Designer: Shannon Kelly
Published: Renegade Game Studios
Players: 1-4 players
Playtime: 20-30 Minutes
Play Type: Push Your Luck, Dice Collection
You close your eyes, and you are once again sucked into a dreamworld. You have a sense of urgency to break this hold on you. In the darkness lurks monsters who haunt your nightmares. You must escape this void before the monsters seek you out, and the dreamworld becomes a nightmare.
Each turn, players will decide which of the three levels of the sleep track they will use. This is a push your luck mechanic which decides how many dice the player will draw that turn. The options are three, four or five dice. Once the player has decided and drawn their dice, they return two to the bag and roll the remaining dice. Each dice has a specific color, and various symbols they can roll. Before explaining anything else, I will explain the differences in the colors and symbols to help clarify the benefit of each.
Power- This symbol can come in increments of one or two. They are Victory Points and how the player wins the game. The first player to fill their power track to 15 wins the game. Players may also spend power to reroll dice matching the color of power they spent.
Hunt- These are placed in the hunt row. If a player has 4 or more hunt dice on that track, they are eliminated from the game.
Exhaust- These are placed in the exhaust row. If a player has 3 or more dreams in the exhaust row they must draw a random dream from the bag. They then return all power on their track matching the dream’s color. Once exhausted players must rest.
Shadow- Shadows are placed in color corresponding shadow rows. Each color shadow causes the player to take a different action. Blue causes players to draw a dice, roll it and use it immediately. Green allows the next player to select a dream on your card, then forces you to reroll it and use it immediately. Yellow makes you rotate one of exhaustion to a shadow symbol, making it difficult to remove exhaustion during resting. Red lets you take a shadow from any color and move it to the hunt row. If any of the shadow rows fill up, you become a Nightmare.
If you become a Nightmare, you remain a Nightmare for the remainder of the game. Each Nightmare has a different play style, depending on the color of shadow that caused you to become a Nightmare. Nightmares are highly interactive among players and allow the person playing the Nightmare to steal dice from other Dreamers. The dice they are able to steal is dependent on the color that caused them to become a shadow.
Each turn players must place their dice in the following order: Power, Hunt, Exhaust, Shadow. Once all dice are placed the player has the option to either rest or dream again. Resting ends the player’s turn. When a player rests they have the option to either remove all exhausted symbols from the exhausted track, or remove one shadow from anywhere on the board.
If a player chooses to dream again, they move their tracker up on the sleep track. They may not choose to switch their sleep track. The amount of dice on the sleep track increases as Dreamers choose to dream again. They repeat this process until they have gone all the way through the sleep track of their choosing, they become exhausted, they are eliminated or they choose to rest.
Once the first player has reached 15 points, that player wins. Other players are able to take one last turn after that player has reached 15 points. In the event of a tie, the players roll their dream dice. However has the most power from that roll becomes the winner. If a player ever needs to draw a dice and there are none left, the current player finishes their turn by rolling the dice and resolving their dreams. Then the player with the most power wins. If there are no Dreamers left, the player with the most powerful Nightmare wins.
Lucidity includes 80 custom dice, a black dice bag with the hunt symbol on it, 4 Dreamer cards, 5 Nightmare cards, 4 turn summary cards, and 4 glass markers. The components are high quality. I like that the Nightmare cards are incorporated into the Dreamer cards when needed. I also like the the trackers are clear to allow players to see their dream track option. The art on this game is eye catching, and is the reason I originally purchased this game. The contrast between the black and dark line work with the occasional pop of color catches the eye and makes the game aesthetically pleasing.
Lucidity is an interesting take on push your luck mechanics. The introduction of Nightmares provides consequences to players, but does not cause immediate elimination. Players do have the option to be eliminated early on though, if they are not careful on how they manipulate their dice. Players are given the chance to spin the odds in their favor by removing excess dice of a specific color before it becomes a problem. Knowing when to rest can also assist players in not being eliminated. One positive of Lucidity is that ways that it allows players to manipulate their dice, despite the push your luck aspects. There are a lot of interesting decisions to be made when deciding what colors to keep and get rid of, and whether get rid of exhaustion or shadows while resting.
However, Lucidity does still have a player elimination factor which I am not fond of. Luckily it a short enough game that if a player does become eliminated they won’t be sitting out for a very long time. Despite the fact that Nightmares are not eliminated, in some cases players may feel like they have been eliminated. If the Dreamers decide to not use the dice that the Nightmare benefits from, then the Nightmare will likely spend turn after turn forcing the other player to roll dice. This quickly becomes monotonous, as they have very little ability to manipulate their game play. This is less likely to be seen with more players.
Overall I would suggest Lucidity for players looking for a short, push your luck game. Players who like games like Port Royal, Deep Sea Adventure or Ra are likely to enjoy Lucidity. If player elimination is a deal breaker for you, Lucidity is likely not going to be a game that you enjoy. However, if you generally play games solo, Lucidity does include a solo variant that plays well. I would not suggest Lucidity for families, because of the darkness of the theme however it is not overly complicated, so it could be played with older children.
Designer Bruno Cathala puts a twist on the classic game of dominoes placing players into the roles of lords seeking new lands to expand their kingdoms in the latest game from Blue Orange Games, Kingdomino. Kingdomino is a tile-laying game for 2-4 players that plays in 15 minutes.
The object of the game is to build a kingdom in a 5×5 grid consisting of various land types…….wheat fields, pastures, lush forests, mines, lakes, and mountains in order to score prestige points. Some tiles are more valuable than others so players will be competing with each other for the prime lands. This is performed by drafting dominoes from a lineup and adding them one at a time over the course of several rounds.
OVERVIEW OF GAME PLAY
The game comes with 48 dominoes, 4 starting tiles, 4 castles, and 8 kings (2 in each color). At the start of the game each player will choose a color, take that color castle and king(s) and a start tile. The castle is placed on top of the start tile. When playing with only 2 players, both kings will be used by each player, otherwise use 1 king. The dominoes are shuffled face down and depending on the number of players, some dominoes may be removed. The dominoes used in the game are then placed back in the game box to hold them. The unused dominoes are placed off to the side.
Each round 4 dominoes will be placed out to be drafted. The first round the first 4 dominoes are placed next to the box and arranged face down in numerical order.
The dominoes are flipped over so players can start drafting them.
Each domino will have either 1 or two land types on them. Some land types will have crowns on them. The crowns are very important. They are used in final scoring of the game and any property that does not have at least one crown will not be worth anything.
The first round, player order is determined by a random pull of the kings from a player’s hand. As the kings come out, players will select one of the dominoes available and place their king on it. For the rest of the game, turn order will be determined by the order of the kings on the line of dominoes. In the picture below, blue will select the next domino first.
Once the players have selected their desired dominoes, 4 new dominoes are added next to the ones previously selected, again arranging them in numerical order, then flipping the dominoes over to reveal the land types.
In player order, each player will move their king to one of the new dominoes that came out. This will determine the turn order for the following round, thus creating this “moving sidewalk” of dominoes. This process for drafting order will repeat for each round of the game.
The domino that was previously selected is then taken and added to the player’s kingdom. There are restrictions for placing the dominoes to the kingdom. Each domino must either connect to the start tile
or connect it to another domino matching at least one of its land types forming land groups called properties.
When building the kingdom, the dominoes must be able to fit into a 5×5 grid. If a domino does not fit or cannot be placed due to non-matching land types, that domino is discarded. So at times at the end of the game, a player’s kingdom will not completely fill a 5×5 grid.
At the end of the game, players are going to score points for their properties that contain one or more crowns. The way scoring is performed is: 1 point per square of that property, multiplied by the number of crowns in it. There may be multiple properties for each land type. Properties without crowns have no score. Using the picture above, here is the scoring for this player….
The winner is the player with the most points. In case of tie, the player with the most expansive property regardless if it has a crown or not.
The game does include some additional rules than can be used to make the game more strategic. Players can mix and match the variant rules to their tastes.
Blue Orange is know for putting out family style games that develop skills while playing them, and their offering of Kingdomino delivers, developing spatial skills to all who play, restricting players to fitting their dominoes into a 5×5 grid. Each turn, players need to be mindful of the dominoes they are selecting, both to fit into the grid as well as to enable a property to be scored. While speaking about the publisher, the production quality for Kingdomino is awesome. The box size is compact with a functional insert that is used during game play. The domino tiles are very thick and durable with a nice glossy finish on both sides. The artwork from Cyril Bouquet is wonderful for this game making it look nice as it is on the table. The king figures are great and the 3-D castles add a nice element to the game. All this in a game with an MSRP less than $20.
Bruno Cathala continues to show his width and variety in game design ideas. Here, Bruno takes the classic game of dominoes, and adds a twist to create Kingdomino, making it a nice addition to the tile-laying games on the market. Although, building territories using tiles is nothing new, Kingdomino presents itself as a quick-playing territory building game that feels fresh thanks to the interesting tile drafting method in the game. Overall, the higher numbered dominoes have better offerings, and players have to weight the risk vs. the rewards when selecting dominoes because it has an effect on turn order for the following round. Is it worth the gamble to take a less desirable domino in exchange for selecting first the next round? Or do I sacrifice what I will have to choose from the next round in order to select a domino this round that will guarantee me a scoring opportunity at the end of the game? Do I draft a domino that I may not necessarily need, but it will totally mess up my opponents score? These questions are what engages the players in the game and to me broadens the audience that Kingdomino will appeal to.
This game has a 15 minute playing time listed on the box and yes it does play in 15 minutes. This game flows so smoothly and it is quick! And in those 15 minutes the game offers a fun experience.
I see Kingdomino best fitting in with families as well as casual gamers, however, I think the low level of complexity will have some of the more serious gamers passing on this one. I think there is enough game there to keep players engaged because each round you have to think about what you are doing as well as being aware of what other players are doing at the same time. However, this game does not have direct player interaction so it can feel like multiplayer solitaire and players can easily get “tunnel vision,” meaning that they can become focused only on their player area and miss what other players are doing.
I do like the added variant rules that slightly increase the strategy of the game by adding different scoring options. It does scale well and plays nicely at all player counts. I am not sure if Kingdomino has the legs to stand up to a lot of plays or not, but I am enjoying it now.
With an MSRP of $17.99 I do feel you can get enough plays of the game to justify purchasing it. Couple that with a 15 minute play time and to me Kingdomino is a game that I would recommend adding to your game library to scratch that itch for a quick tile-laying game.
*Disclaimer* The copy of Kingdomino used in this review was provided by the publisher for the purpose of review.
I recently decided to bring on new contributors to To the Table. At this time, please welcome Chris King.
I have known Chris for about a year and a half or so and he is one of my local friends that I game with.
Chris plays a lot of games with his family, logging hundreds of plays of Ticket to Ride. Chris is also a fan of two-player games as well as many traditional card games. Chances are if you say the word ‘Tichu’ and Chris is within earshot, don’t be surprised if he rolls up and wants to play.
Chris has done reviews for books and will now be contributing to reviewing modern board and card games. I hope his perspective will help you in your game buying decisions.