We can be individuals of hope and change.
We can be individuals of hope and change.
You are literally cutting the game. The box calls for scissors… The people at Hobby World are sadists…
Designer: Nikolay Zolotarev
Game Type: I Cut, You Choose
Game Type: Set Collection
Initial Year of Release: 2020
Age Range: 10+
Expected Playtime: 40 Minutes
Number of Players: 2-4
Rarely, and I mean rarely does a game idea make me excited and cringy at the same time. Cutterland, a pixelated set collection, I Cut You Choose, game by Hobby World does both.
Here you are a world builder, a la Simcity or Populous (for those Genesis fans in the house), and are building a world that has all sorts of nasties. Each of these nasties have different scoring mechanics, that ultimately will either help you win, or give you a devastating defeat.
I have to say… the fun here was not on my radar. It should have been.
You get 3 4×3 cards, each randomized to have different baddies on them. You have to cut the pieces to be given to the person to the left, in an I-cut-you-choose, mechanic.
This game, however, takes that to the next level. You are literally cutting the game. The box calls for scissors… The people at Hobby World are sadists…
Each different baddy is scored at the end of the game in different manners. The Krakens score depending on how much they eat. RELEASE THE KRAKEN!
The centaur scores depending on how much grassland it has. The goblins score is multiplied depending on how many goblins are in the same area. You get the point, the rusty scissor point.
When I was told about Cuttlerland, I immediately detested Hobby World, in a loving manner of course.
The game makes my belly hurt. Why must I cut my game??? You people have a demented sense of humor. I love you.
Each cut felt horribly gratifying. It brings me a tear even now. I knew I had to get this game to the table.
The game is paperstock and cardboard stock, with a nice box. This ain’t rocket science.
You are going to cut up your game. So, they made it with as much quality as they could, before you would curse them for destroying a nicer game.
The game build is exactly as it should be for this sacrilege. They did a great job!
Pixel art. Because. That is what you do.
In all seriousness, the art here is absolutely on point and perfect for the play style.
I love the box art, and the game conveyed the scoring mechanics perfectly. The towers did make scoring a bit clumsy, but I am not sure how to fix it.
Beyond that, I am a huge fan of what they did with the art.
This ultimately depends on your sense of anal-retentiveness. I know most games will get played less than 10 times in their lifetime in a family library for collectors. For that reason, the cutting did not bother me personally.
However, I can see where some people will be devastated. Some people should never play legacy games, no matter how much they would enjoy the game, because it hurts too bad.
Those people know who they are, the rest of you should find this game delightful.
10+. My 8-year-old could easily play this game and learn the scoring mechanics. I don’t know how well she would do with the score multipliers and such.
However, I know she would delight in cutting the cards. So, I can EASILY see a family falling in love with this game.
This is one of my highest scores I have given in a LONG time. The art had a couple of flaws that made scoring a bit messy. Beyond that, for my play-style, I REALLY enjoyed Cutterland. I even enjoyed cutting, despite the fact that it made my tummy hurt.
We need more games that destroy themselves. Because why not? I know this is counter-intuitive to every collector out there. But it gives an experience you cannot find in other games.
It has been brought to my attention that you could feasibly save cut pieces and put in blind draw bags. Whether it is practicable or not, I will let you decide.
I myself might just buy two, as this game makes my top shelf with EASE.
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Mint Control is an area control game for 2-4 players battling it out to see who will have the most influence in the buildings. Each building provides benefits to those who have control as well as victory points. The player with the most victory points!
Look for Mint Control on Kickstarter starting March 3, 2020!
Mint Control is a delightful area control and action selection game. Here’s how it works: multiple buildings will be placed out with open spots for control. Each of these buildings has a different point value or ability that can assist the players with influence at a location. Players will be fighting for control of these locations by using action selection to place influence, oust another opponent’s marker, gain benefits from being in control/at a location, or gain economy. Once a player has placed their 5th and final marker, at the end of the action sequence the game will end. Count up the points earned from the buildings, player with the most points earns the victory!
On first play of this game, Mint Control is a solid entry level game to the area control game. Select actions, try to place influence in the different buildings. I was able to play this game with some people that were not regular gamers on the first play, and they enjoyed it as well. This entry into the concepts added strategy but was still light enough that the new players were able to pick it up quick.
The cards are excellent stock and fit really easily with in the container. The pieces for the mints and the starting player are very nicely put together and thematically accurate. A really nice touch that helps prop this theme up. The player candy pieces to put down for control are distinctly colored using blue, purple, green and orange. Overall, solid components for this game. This is based on a prototype, and products are subject to change.
Justin Blaske took this product and maintained the mint theme. A good base for his artistic grounds was covered. Solid choice on the artwork on the outside of the tin so much that I had several people almost take a mint out of the tin! The writing and symbols on the cards are very easy to decipher with minimal instruction references. Great artistic direction on for Mint Control!
Mint Control was a fun experience for both experienced gamers and new gamers. The new gamers who played in my groups stated they enjoyed being able to learn one or two mechanics while still have some strategy to it. Experienced gamers stated they enjoyed the strategy aspect changing depending on the buildings available while being a lighter game. When it was all said and done, it was a pretty big hit at the table.
After playing through Mint Control, I feel like players 8+ would be able to play this game. The mechanics are simplified so that those who are not used to area control or action selection will be able to pick it up with ease. The game is also light and would be an entry level game that works well as either a “gateway” game or a quick game between grandiose pieces. An enjoyable experience that fits many roles for game night.
Mint Control is a well-designed game that provides an entry point into the area control genre. It does an excellent job at teaching these mechanics while still keeping the strategy portion of it. It really does a great job filling multiple roles as either a light/gateway game for non-experienced gamers while being a solid filler for experienced gamers. A smooth game that fits in your pocket and can be carried everywhere! Be careful, they aren’t real mints!
You can choose to attempt to be excellent to each other, but the game is not really setup that way. You sir, like Stifler, are ready to rock out…
Josh Hale (The Green Goof)
Publisher: Yanaguana Games
Designer: Marshall Britt
Designer: Andrew Toth
Artist: Marshall Britt
Artist: Jennifer Hrabota Lesser
Initial Year of Release: 2019
Age Range: 8+
Expected Playtime: 40-60 Mins
Number of Players: 1-5
Game Type: Semi-Uncooperative Area Control
Game Type: Semi-Cooperative Area Control
You are a guitarist, setting your chords, to have a truly excellent rock show. You can choose to attempt to be excellent to each other, but the game is not really setup that way. You sir, like Stifler, are ready to rock out…
Unlike the VAST majority of musical games I have played, where you are actually making music, a la ROCK BAND, here you are building the ROOT of the music, the chords. The developers assure me, that you can actually use these chords to rock on.
So the question becomes… ARE YOU READY TO ROCK?
To play an electric guitar, most people would agree that picks would be helpful, you know the little plastic things that you see guitarists use between there fingers?
Here picks are drawn from a bag, and used for their color, or for a generic black. Based on the color, you can take additional actions, that are outlined on your player cards, and on the board. Ultimately, you are trying to play your cards, which each are a chord, and with enough correct chords, you can play the personal scoring music type.
You are being cooperative and uncooperative at the same time. Thus the game classification. You cannot really plan this ahead, but you can try to be mean. Sadly, often when you try to be mean, you are actually being nice. CURSE YOU Yanaguana!!!
I had metal, because, You can’t kill the metal. Sadly, nor could I score it.
I knew I had seen this game quite a while ago, and then… POOF. It had disappeared. Sadly, I could not remember the name. So when I had a meeting with Marshall Britt for some unrelated things, and saw it again, I was stoked, and now, it was in its final form.
My dream is to play flamenco guitar a la Antonio Banderas. Here, this game, at least gives me a chance to play a game about playing a guitar. I was stoked.
Yanaguana opted to make the main board from neoprene, mouse pad material. I like this choice with the picks. They would be SUPER hard to play with, if they were not easy to pick up with the neoprene.
The game is built very well, and the components are second to none. If you are the type of person that purchases games, for awesome quality, this may appeal to you.
For how colorful the game is, and how much table presence it has, it was done with relatively little art.
This is not a bad thing, most of it was EXCELLENT graphic design decisions that have led to a beautiful game on the table.
While I love how it looks, the art nerd in me, wishes for a bit more. That is honestly just me being a picky snob, and not a reflection on how nice the game looks on your table. I will try to get my nose pointed in a more downward manner going forward.
I have read this game is partially considered to be a take that sort of style. I HIGHLY disagree.
Take that, to me, is all about knowing your actions will 100% mess your neighbor up. Here, you have no idea what your neighbor is doing. You therefore, cannot with intent screw them up. Therefore, though it has take that feely moments, I would not classify it as such.
For that reason, if you love take that, this will give you some of those feelings. If you hate take that, those feelings can largely be avoided, since you have no clue what your neighbor is trying to do.
8+. Yanaguana, seems to have appropriately defined the age by the ability of a player to play the game. Figuring out the chords, and end game music types, might be harder. However, I am a fan of teaching kids how to play, more than worrying about score.
So I think they hit the nail on the head with the age range.
This game has eluded my ability to to find or play it for a while, but it goes live almost immediately after this article is published.
While this game would definitely make my shelf, I will be shooting it out to another content creator, so they can see it. This is not something I make a practice of, but I want this game to find a larger audience. It has some art to its soul, and as someone who has performed professionally, has a soft spot in my heart.
Now, if only Yanaguana can teach me guitar by osmosis… This, game would EASILY make my game shelf.
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Welcome to the world of 19th century industrial capitalism. You are a power broker of the last century and are looking to turn your wealth into a fortune through the shrewd acquisition of production facilities while using your opponent’s holdings to your own advantage. You’ve got a limited time to strike it rich and prove that you are the best business person the world has ever seen.
Furnace is a bidding/drafting game where you acquire factories and resources then manipulate them into an engine that will make you a fortune. You do this by taking advantage of a unique auction mechanic and then utilizing your engine to produce resources that you can sell for cold hard cash.
Can you create the best corporate engine? Can you show the world who’s the best? The heat is on and your opponents are right on your heels. Good luck.
Furnace is played over four rounds. Each round starts with players taking part in an auction using mechanics I’ve never seen before. Each player has four bids numbered from 1 to 4. You’ll go in turns placing a bid on one of the available factory cards; there’ll be a number of these based on player count. You can place any of your bids on a property with a few exceptions. You can’t place two bids on the same card, and you can’t match a bid already on a card. You can outbid an opponent for a card but you can also underbid them.
After everyone has placed their bids, you’ll go down the row in order and resolve the auctions. Everyone who was outbid will receive compensation from the factory. This is printed on the top of the card and will give players resources, allow them to convert resources, or to exchange resources for victory points. Each player who receives compensation will get it a number of times equal to the bid they placed. The player who wins the bid by placing the highest marker will get the factory to add to their tableau. You continue down the row with each property until you’ve resolved them all.
After this each player will go through their tableau which will include all of the buildings they’ve won and their starting building and perform their actions in whatever order they choose. This will allow them to produce new resources, upgrade factories, and turn in resources for victory points. You must do each card one at a time and once complete you move onto the next card without ever going back.
After everyone has finished you advance the round, deal out a new auction row, and start again. This continues over four rounds. In the end the player with the most points wins.
The game also includes unique powers for each player as an optional rule. However ti is recommended you not use them in the first game.
When first looking at this game I wasn’t sure what to think. It has a very striking but dry appearance. After reading the rulebook, I was intrigued by the auction mechanic. It was new to me. It might exist somewhere else in the world but I had never seen it and was excited to try it out.
The quality of this game is exceptional. Everything in it was very well done. The wooden pieces were a nice size and the shapes were easy to distinguish and manipulate. The cards are good stock and had a wonders feel to the. The few pieces of cardboard in the game were nice and thick and easy to move around and use. The bidding discs were four different sizes representing the different bids. This made stacking them and recognizing at a glance who was winning an auction and what bids had been placed on it simple. All told, the components are top notch.
I said earlier that the art is striking. It is, and they don’t let the fact that almost every card shows a factory as a reason to hold them back. They did not rest on this. The art is simple and clean but has enough pops of color to give the game an understated beauty. While I don’t know that I would call it beautiful, I would understand having framed copies of the art on your walls.
This is a very thinky game. You will spend a lot of time trying to figure out what to bid and the order to perform your own actions. Other than the auction the game does have a bit of a solitaire play experience. You will spend the second half of each turn running your own engine. This game is as much about figuring out that puzzle as it is about bidding against the other players.
The box says 12+ and I think for a complexity level that’s pretty dead on. I think most 12 year olds will be able to understand the rules and perform the auctions. They may need some help with the production phase, but it shouldn’t be too daunting. From a content standpoint there’s nothing objectionable in the game and families can easily enjoy the game without worry.
Overall, I enjoyed this game. I found the auction to be the most engaging portion of the game. I also felt that it was surprising in how much depth it had. It’s easy to fall into the trap of placing your bids from largest to smallest but then you realize that you might want to bid with a lower chip to go after the compensation. It’s tempting to place the 3 on a card because you want triple the compensation reward from it and another player has already bid their 4 or you think they might.
I especially like that you can’t have your 4 outbid which means you’ll always get something. Every round you get at least one new card for your tableau. This means your engine is always growing and does more every round.
The production phase of each round is performed in a bubble. You won’t be able to effect the other players and they can’t touch you. Also, as the game goes on this phase gets longer and longer creating long silences at the table as people figure out how to use their factories to produce points. If you’re playing a game for a social experience where you chat with the other players, this will most likely not be it.
The bonus powers offered by the advanced cards were nice and simple. They don’t add much if any complexity to the game. However, I do agree with the rule book that they should be left to a second game. I tried to use them in my first game and because I wasn’t familiar with the factory cards ended up over preparing for my ability in the first round and had very disastrous second and third rounds. Now that I’ve played the game more those ability cards are nice additions. Your mileage may vary but I’d suggest holding off on using them.
There is a rules variant for two players that I have not tried and can’t speak to. It looks simple enough, but I can’t say for certain.
All in all, I like this game and will probably be adding it to my collection. It’s currently on my short list for best of the year, but considering that it’s March I know that doesn’t hold too much weight. Still, it’s a damn fine game.
As always, I recommend you try before you buy, however, I understand in this day and age that it’s difficult to do that. If you do purchase it sight unseen and enjoy auction games or engine building games then I think you’ll enjoy this one too.
Until next time, stay safe and be well.
Greetings friends. We here at Meeple Gamers have once again gathered for our regular forum from the halls of intelligentsia to put our opinions toward the important gaming questions. This week we’ve decided to focus the question of classes in Role Play Games.
To be perfectly clear, when I say class I’m not referring to the one word designation. There are different words used in different games. Class has been replaced by job, pursuit, architype, profession, and dozens and dozens of others. For the short hand purposes of this list we’re using the word class.
How we determined the actual best class was the same way we handle all of our debates; we all put forth one or two examples and then debated the merits of each one using our research, experience, and hard data gained from countless minutes of internet googling. After a long period of open conversation we took inspiration from the recent month and divided all of the classes into a large ladder format and paired the classes against one another until only the best remained. Afterwards we took the top eight and the two runners up who received the most support and compiled this list.
I hope you can see, that a significant amount of thought and work went into the writing of this list and we did not ask people to randomly list 10 different classes and games on an internet forum, put them into list form, and pull reasons for why they belong here out of our butts the day before this was due.
With that out of the way, I’ve put on my best smoking jacket, poured a healthy brandy, and lit my favorite. Let’s begin.
And there we have it. A list of the top 10 best RPG classes. I’m certain you have opinions and we’d love to hear them on our discord, social media, or in the comments. Let us know because I may do a commenter’s list at some time in the future.
I hope you enjoyed the list. I know we all had fun making it. My pipe is about finished and I’ve finished my brandy so I believe I’ll step away for now. Thank you all for stopping by.
Until next time, stay safe and be well.
Boy that quote sums up this game. As one of the great scientists and inventors of the ages selected by Nikola Tesla, build a contraption using all manner of energy transfers and get it across the finish line. Penny farthings, naphtha cannisters, propellers, and more make up the pieces of these great steampunk creations that rumble, amble, and roll along the rally’s course in the Swiss Alps or the Hoverdrome. Avoid complications from terrain, challenges, and the other racers for a chance to be crowned the Greatest Inventor of All Time!
I went back and forth with this game before I first picked it up at Barnes and Noble. It is one of the oldest games in my modern game collection, but picking it up shortly after it was released to the public after the Kickstarter. Punching tokens and looking through cards while reading the rules immersed us in the theme and got us itching to get going.
The goal of Steampunk Rally is to be the inventor with their contraption the furthest beyond the Finish Line at the end of the last turn and with the most parts in their contraption.
Choose a course side of the tiles. Take out the Start, Finish, and End Track tiles, and randomly choose three Middle Track tiles and arrange the tiles between the players in a 2×3 fashion. Place Challenge Tokens on the track if being used.
Shuffle the Boost cards and Gold, Silver, Bronze Machine Item decks and place next to the rally tiles. Put the red, blue, yellow dice and cog tokens in piles next to the rally tiles. The Draft Direction token near the players.
Each player selects an Inventor and takes their associated Cockpit and Machine Part cards and a light bulb token. Place their Inventor Standee on the Start location.
There are five phases (Draft, Vent, Race, Damage, Upkeep) of play and some are executed simultaneously.
During the Draft Phase, players each takes a Boost card, Bronze, Silver, and Gold Machine Item cards. Select one of these cards, play it, stash it, or sell it, then pass the rest of the cards face down to the player next to you in the direction indicated by the Draft Direction token. This is repeated until the four cards are used up.
The Vent Phase allows you to spend cogs to reduce the face value of the dice on your contraption; 2 total pips per cog. Some Boost cards can only be spent during this phase.
Moving your contraption happens in the Race Phase. Roll your dice, turn over your light bulb token, and allocate dice to Machine Parts to protect your machine, make it move, or gain more dice to use. This is where the “engine” aspect of the game can really take off if you gather parts that will feed or expand each other.
The Damage Phase is where damage to the contraption is resolved as indicated by the Damage Gauge. If the Damage Gauge shows a negative value, remove as many parts (and discard their dice as necessary) as it takes to get back to 0.
The Upkeep Phase prepares your contraption and other items for the next round (store dice, flip over the light bulb token, etc.).
These rounds continue on until an Inventor ends the round beyond the Finish Line, then one more round is played.
The game’s components are made up of tiles, tokens, dice, and cards. The tiles and tokens are made of a good quality cardboard and paper for rigid and lasting pieces. The dice, all d6, are translucent colored dice and there are plenty of them — nothing like the heft of a handful of dice to chuck. The cards are the only quibble I have — the look is good but would have wanted a sturdier cardstock with a core, linen instead of a slick finish that would get dull after some play so I would suggest sleeving them.
The game presents some of the most visually appealing and thematic art of the games I’ve played. There are so many unique cards from Boost to Machine Parts to each Inventor in the game, not to mention the box and rulebook. Kudos to Mr. Cuddington!
A good part of the appeal of the game is the theme and incorporating the theme to the max is what the game does. Building up your contraption with a cornucopia of air, fire, and electric components in multitudinous combinations gives a good bit of nanty narking.
The age range is 14+ for the game but the weight of the game belies a lower age by a few years, even down to 10 or so. Older ages lend toward better strategies but the younger players, especially those who have a bent towards science and/or science fiction, will get a kick out of the art and information about these great inventors and scientists. The difficulty of the game in learning the rules is low and player aid cards are provided for the most pertinent symbology and turn order info, making the game easy to learn by someone who knows the game.
So I’ll start with the game aspect. The two keywords for this game are versatility and replayability. The setup has randomness with the cards and selection of the rally course. Different ways to influence the dice played and those yet to play can make it hard for others to predict where you might go with your strategy. Card draft and pass makes for a curious wrinkle in it all too. I will say though that the aspect that has the least randomness are the rally course tiles. Yes you have two sides for two different tracks but the track is short and three of the 8 tiles are always used and present so the courses can feel the same each time.
Aside from the mechanics, I have to point out that the art oozes theme and is at least half of the appeal to the game for me. There is some much going on in the Inventors, parts, and Boost cards that being distracted by the cards can make it take a little longer to play — none of us have issue with that.
When I initially started getting into more modern gaming, this game was one of the first I picked up. My boys and I were certainly not let down when I opened this game up from the start and put our contraptions to work. Out of the gate the first time, It took a bit of time going through the rulebook, pretty as it is, because some of the asynchronous nature of the game made it difficult reading the rules in order and getting it all in my head, yet a couple rounds in we were good to go. Later on when my game group picked up playing board games over RPGs, this is still one of our perennial favorites to pull out. With the newest Kickstarter just delivered, we can’t wait to see what comes next!
With the recent announcement of games based on Among Us, Monster Hunter World, and Sea of thieves along with so many others over the past few years I started thinking about what other pc/console games I’d love to see on my table top and how would I like them to play.
I’m really trying to not pick games that have already been brought to the table, so games like Bioshock which came out a while ago but since they’ve had their shot I’m going to try and focus on games that deserve a chance. I’m also focusing on board and card games. My list of computer games that need to be turned into pen and paper RPG’s is different, and I may take a crack at that one later on.
Also, I would love to know which games you think should be on the list, drop a comment below, head over to our discord, or let us know on social media. We want to hear your answers too. If we get enough I might even put together a commenters list later on.
That’s my list. I know it’s only 9 games because the only other one I could think of was Gauntlet and there’s already several games that match it so well I didn’t feel right including it. I hope you enjoyed the list and like I said do let us know some games you’d like to see make the jump to table.
Until next time, stay safe and be well.
Open portals through time, pulling monsters and allies to fight for you and fend off the hordes sent by your opponents. In Temporal Odyssey, you cast spells to cheat death and collect artifacts in your quest as a Traveler to dominate and win, becoming the master of time!
There was a bit of trepidation with this game as I wasn’t a fan of the last game I reviewed from this publisher. The layout and art did attract me and the concept, so here’s hopin’.
The goal of Temporal Odyssey is to deal 3 Instability to your opponent and defeat his Traveler.
Shuffle the class cards and their associated spells to form the three time period draw decks: Past, Present, Future. Shuffle and place the Token deck next to the time period decks. Shuffle and place the Instability deck on the other side of the table.
Each player chooses a Traveler and its associated cards, and is given 4 AP tokens. Choose the first player and give the Haste spell from the Token deck to the player that goes last.
Both players put the Traveler and Tower into play.
At the beginning of your turn, you resolve any Start of Turn effects and perform clean up tasks. You then may acquire or play cards from your hand, limited by the number of AP tokens needed. Allies and spells defeat creatures and nullify effects in effort to cause an opponent to gain Instability. After playing cards, group your cards in front of you to defend against your opponents’ attacks. To end your turn, draw three cards from one of the time period draw decks: Put one in your hand, put one in the Banish pile, and put the last on top of that deck face-up.
The game components are cards and tokens. The cards are typical card stock, nothing special, so I’d suggest sleeving. The tokens are made from a sturdy cardboard stock.
The art of the cards and the box is great. The game has an anime quality to it and the art follows right along. There are a handful of people responsible for this contribution, each with attractive offerings.
This game is all about the take-that! aspect of a card battle game. With the random draws from the time period decks, it takes some time to figure what works best with your Traveler and how to win.
Age range is 12+ and the game has a middling weight to it, even though it has a fairly short duration. I’d say weighing both, they are about accurate because the theme is along the interest lines for older kids and above. The difficulty might skew a little younger to maybe 10 but not really lower.
Temporal Odyssey I’m afraid is another game by Level99 Games that just doesn’t quite do it for me. There are interesting mechanical bits to the rules that I feel could have been expanded upon. Yet I didn’t feel a whole lot of tension or player-to-player struggle. When we were done, we really didn’t feel like there is as much replayability to the game or excited to give it another go even though there appear to be many combinations of classes, decks, etc. The artwork though was really top-notch.
I was invited by Deep Water Games to take part in an online seminar for their upcoming bluffing game, Gladius. Over the course of the event they talked about the game, rules, plans for the future, and a couple of other odds and ends. I’ve not played the game yet, so this isn’t a review just me sharing some of the knowledge I received and maybe a couple of my own comments on the game and what I’m hoping for from it.
Gladius was designed by first times Victoria Cana and Alexandre Uboldi. Likewise this is artist Cheryl Young’s first game as well. The game is a joint production from Cat Quartet Games and Deep Water Games. While this is also Cat Quartet’s first game Deep Water Games has brought us Welcome To and Fantastic Factories. If you’re familiar with their games it looks like this one will follow similar quality and support lines.
Gladius looks to be a quick and simple family weight game. The rules were explained to us in a few minutes and I’m pretty sure I could play the game right now and not have to look anything up. In the game you’re playing Roman citizens watching, betting, and fixing the gladiatorial games. You start the game with a number of 1st place and last place bet tokens these will be used to gain points over the course of the game. Every round starts with the reveal of an event that will tell you how many gladiators are on each of three teams and what stats are used for that event.
Players will place one bet on a team and then go in turns playing cards on the various teams. Some cards are played face down and affect the outcome at the end of the round and some are played face up and have an immediate effect. When you’re ready to pass for the round you place a second bet and are no longer able to influence the round until everyone else passes.
Once everyone is done, bets on the first place card and last place card are kept in face down stacks for endgame scoring. Bets placed on the second place team are returned to the player who placed them for future rounds. Then you draw a new event for the next round. This continues for three rounds and then final totals are scored.
The game features a deck of influence cards that are dealt out as modifiers to be played. There are also 5 spectator cards that have their own unique power. Plus 20 unique gladiators to enter the arena. 6 different events to draw over the course of the game.
As with all things, this is hard to say. Their hope was to have it in their warehouse in the middle of April and heading to backers and retailers by the end of the month or early may. Of course this is entirely adjustable based on shipping from the factory and so many other factors. Hell, the Suez Canal is currently backlogged by a ship that went sideways. Anything can push this back. Fingers crossed they get it out to store on time.
While they had no set plans for what will come next for the game they talked about how they’ve supported games in the past. They mentioned they are looking at; small packs of new cards featuring more events, player powers, and influence cars. Themed packs similar to the packs released for Welcome To. The possibility of adding the gods in a future small expansion was mentioned. They also talked about play mats.
As I’ve said, I haven’t gotten to play this just yet. I hope to get a copy in my hands around the same time as everyone else. If I do, I’ll be sure to let you know my thoughts on the game. It certainly hits a nice sweet spot of being family friendly welcoming game.
If you’re interested in the game, head over to their website and check out the page for it. There’s also a few videos on YouTube from different reviewers. I know Dice Tower had some very flattering things to say about it and if you go check out their video let them know Meeple Gamers sent you.
Until next time, stay safe and be well.
Calling all snails, the race is about to start! Time to show off your slow talents to win the game! Be the last to cross the finish line and take home the trophy!
The game is colorful and cheery and it makes me feel happy. It is fun because it is fast paced, simple and the dice helps make the game move fast as you make your moves.
Players take turns racing their snails. The whole point of the game is to have the slowest snail in the game. Each player is randomly assigned a snail that they keep secret from other players. On a player’s turn they roll dice and move either the snail that matches the color on the dice or they move a snail onto a flower that matches the color of the dice. They need to do this and be very sly so others do not figure out which color snail they are. Once a snail has crossed the finish line, the slowest snail on the board is the winner!
The components for Cargolino Valentino are super sturdy. The snail cards and snails are cardboard thickness and would take a lot to get damaged. The point tokens are not as thick and sturdy. The game board is heavy duty and can be played many times without wear and tear occurring.
The board is so colorful and detailed. For just having various flowers and leaves there is a lot of effort and detail put into the board. The snails are cute with the art showing their different personalities.
Not knowing who is who makes for an interesting game. Because the goal is to be the last snail to cross the finish line, you have to be sneaky with your moves so no one becomes suspicious of you while you are trying to make the other snails cross the finish line first.
Cargolino Valentino is a 15-20-minute game that can be played with up to 6 players ages 5 and up. I think that kids any younger than 5 would not have the attention span to play two rounds, and they may not understand the concept of not wanting to be the first across the finish line.
If you are looking for a fun game that has simple directions and is an easy game for kids to play, then you want this game on your shelf. It’s colorful, fast-paced, and easy to learn.
From the master of small box games, Scott Almes, comes Harbour. A game where players compete in the busy port of Gullsbottom to build the best dock. You must collect goods and manipulate the market in your favor to have the most valuable buildings in the whole Harbour. Harbour is a set collection game for 1-4 people.
Harbour was super easy to learn. In less than ten minutes we were up and running with our first game with just a few minutes of explaining the game to the other players. Everyone caught on quickly and it was very competitive. The symbols on the cards at first felt a little intimidating because there a were so many of them, but once you understand a few of them, then it starts to make sense and you can figure it out. The design was very thoughtful and made it easy to understand the iconography. The first game went very smoothly, everyone enjoyed it and it should be no problem getting it back out to the table.
In Harbour, players select a starting card, which can be a generic starting card, or a unique starting card that will have its own special ability. From there players take turns assigning their worker to a building. This building can be any of their own, any building in the harbour, or another player’s building, if they pay the player to use their building. When placing their worker on a building, it allows them to take the action of that building, which can add goods to their stock, exchange goods, or even change the value of goods in the harbour. When players have enough goods in their warehouse, they can exchange them in the harbour for money and then use the money to purchase the available buildings in the harbour. The building purchases are added to the players game board. These buildings will be worth victory points at the end of the game. The game ends when a player has 5 buildings, including their starter building. The player with the most victory points wins the game.
Harbour has a fantastic build. Sometimes small-boxed games can feel cheap to save space that is not the case with Harbour. The cards are above what you expect, the player boards are very nice cardstock, and the tokens are all nice wood cut outs. I always have high expectations for Tasty Ministeral games; they’ve never let me down.
The art is stellar. All of the building cards have unique art. There are 14 unique player boards and each with a different character. The art work does a great job tying the game together and making it fit with the theme.
There is a lot of game in a little tiny box. Harbour feels way bigger than the package would lead you to believe. There is tons of strategy and multiple ways to accomplish your goals.
The recommended age for Harbour is 10+. I think a ten-year-old who has gaming experience can feel comfortable with the game. It can feel like a lot of options each turn because of all the buildings that are available to perform actions on. But once you figure out your strategy it doesn’t feel overwhelming. It is not a super heavy game but there is some good meat to it that will keep everyone entertained. Because there are a lot of building cards there is a lot of replay ability.
I thoroughly enjoyed playing Harbour. There was time to figure out my strategy but the game doesn’t run long, so I only had so many turns to execute my game plan. Once you purchase a couple buildings, your options are a bit more open; depending on what buildings you decided to buy. That will direct many of your future moves, so every time you play the game afterwards, your game plan will be different, depending on what buildings you purchase. This keeps the game fresh for many, many plays.
If the experts are to be believed we are reaching the end of it all. The vaccines are heading out and we may soon be able to spend time in the presence of others. I don’t know how the rest of you have been doing but this past year has been rough for me. I haven’t done anything for around a year. I’m a health risk and I take care of my grandmother who just turned 97. I have avoided people outside of my immediate family.
I’ve managed some gaming. My family has humored me with a couple of game days here and there. My regular game group has met nearly once a week in Table Top Simulator to play different games.
Still, I’m ready to see faces again. I want to be at a table with people. I miss people.
With all of that said, I’ve been thinking about this for the last few days and here’s a list of the top 10 things I want to do after the pandemic is over.
That’s everything folks. The whole ball of fun. It’s been a rough year, and I’m hoping we get to start back in on all the fun things that we didn’t get to do until now. Even this list is just a small portion of things I want to do. I’ve missed so much over the past year, my Memorial Day BBQ, Holidays, restaurants, friends, and I could keep going on.
If you have anything you want to vent about missing then I’d love to hear what you’re looking forward to. Drop a comment below and tell us some stuff you can’t wait to do.
Until next time, stay safe and be well.