Ring Side Report-Board Game Review of Dead of Winter

Product– Dead of Winter

Producer-Plaid Hat Games

Price– $75 here http://www.amazon.com/Dead-of-Winter-Crossroads-Game/dp/B00HFKITJC/ref=sr_1_1?ie=UTF8&qid=1432091044&sr=8-1&keywords=dead+of+winter

Set-up/Play/Clean-up– 45-120 minutes (2-6 players)

Type-American

Depth-Medium

TL; DR– Battlestar Galactica meets Zombicide.  89%

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Basics-Can you survive the winter with the dead outside?  Dead of Winter is a simple American style game where player take the role of a group of survivors of the zombie apocalypse.  At the start players choose a scenario with a victory condition as well as each player receiving a secret goal that can range from getting enough of one item to a traitor card who has to undermine each other player!  Next, players receive starting items and choose two characters out of four possible options.

Each round the players uncovers a new problem that they must face.  These problems require players to spend a number of cards to solve or more enemies will be added and the players will lose moral, a general survivability of the colony that when it reaches zero the players lose.  Then, all players roll dice equal to the number of characters they control.  These dice can be spent to do actions with no limit to the number of actions each individual character you control can do.  Next, each player takes their individual turns, but here’s the catch- before a player starts his/her turn, another player draws a crossroad card.  A crossroad card is a random event that may happen that turn depending on what characters are in play, actions the player does, and even the number of cards in the discard/garbage pile!  The current player spends dice to take actions that range from attacking zombies, searching, building barricades, and some character specific abilities.  The number rolled on the die really only count for combat and searching.  Each character has a search value and a combat value.  If you spend a dice for either of those actions with a value equal to or higher than the characters search or combat result for search or combat, you succeed on your search or combat and get to draw a searched card or kill a zombie.  Thus, you know you will be successful before you even attempt your turn.

What makes this more interesting is the exposure die for combat and moving.  The exposure die is a 12-sided die with over half he faces being no result, a few are damage, less are frostbite, and one is a tooth.  The damage icons do one damage.  All characters have three hit points.  Frostbite does damage each turn which can quickly kill a character, and the tooth means a character is bitten.  Bitten characters instantly die, and then another character could become bitten.  Each character also has an influence value, and after a character is bitten, the lowest influence value in the bitten characters location becomes the target of the bite giving that character’s controller two options: kill the character and end the bite OR roll the exposure die.  Roll anything besides no result, and the new bitten character dies and the process repeats.  Also, when players move between locations, players roll the exposure die to see if the traveling goes smoothly.  Traveling between the different locations doesn’t cost an action, BUT does risk damage from the exposure die.  Barricades provide a temporary buffer against zombies.  If a zombie would be placed on a barrier, you remove the barrier and that zombie.  Players can also spend cards to do the action on the card or spend them face down to try to solve the problem for this round.  Each chard has a symbol, and enough cards must be spent or the negative effect of the rounds card event occurs.  Traitors can also spend cards with different symbols that count AGAINST the other player’s cards.  After the player has spent all his/her dice, play progresses around the table until its back to the first player.  Then the round’s problem card is resolved, for good or ill!  Next, zombies are placed at all the different locations; one per character at outer locations and one for every two characters at the central location.  If a zombie would be placed and there is not a zombie space available, then the character with the lowest influence at that spot is instantly killed!  A new problem for the round is revealed, the first player marker passes, and the turn starts anew.

What makes this game novel is the hidden goals each player has.  Not only do you have to meet the major goal for each game, but you have to complete your own goal.  In this co-operative game, you can lose while everyone else wins!  Players win by completing their goal, and can lose if the game goes too many rounds or if moral drops to zero.  Moral decreases whenever a character dies, through the crossroads cards, or a failing a round problem card.  While all of this is going on a traitor could be in your midst spending the wrong cards to cause events to fail and has his/her own goal where they succeed if everybody else fails AND they have the proper items or characters to win.  Even the traitor can lose if they don’t have their gear ready when everybody else loses!

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Mechanics– I was serious before, this game feels like a mix of two great tastes making something better.  You have the card use of Battlestar Galactica for hidden card resolution and turn events with the simplistic combat of Zombicide.  Those two things work amazingly well together.  This game is MUCH more swingy then Zombicide as dice dictate actions and combat results, but once you know your dice for a turn, you pretty can plan out your turn.  It’s quick, easy to play, and not any more complicated than it needs to be.  The crossroads cards are fun, but they might have been a bit over sold.  You do have random events happen, but I expected something a bit more intricate.  What does happen is about one out of every four turns, something unexpected will happen.  It does add something interested, but don’t expect the moon.  4.5/5

 

Theme– Here is where things are a bit off.  The majority of the theme is great.  Players fight zombies, struggle for items, and in general are the proper amount of miserable as the fun from this game comes from a hard co-op experience.  But, some things don’t quite fit.  Players lose moral for the number of cards in the discard pile.  You can spend a die to clean some, but honestly that’s kind of such a weird concept.  “Yep, zombies are killing my friends, but I’m sad that Steve didn’t take out the garbage!”  One game I chose the school janitor as one of my characters so I could clean garbage.  That’s not as much fun (or exactly as much fun) as you’d think it would be in the zombie apocalypse.  The game uses a few abstractions to bring things in like how combat is instantly resolved as its part of survival, but not the whole part.  Overall, its fun, feels like zombies in winter, but isn’t perfect as a few minor things keep it from being a slam dunk.  4.25/5

Instructions– Here is the worst part of the game.  It’s pretty simple rules that read relatively quick, but they bury a lot of the leads.  There are very intricate rules that should be followed that are not expressed as importantly as they should be.  Sure, you can play in about five minutes, but you WILL miss something important.  The game comes with some nice player boards, but they leave out important information that would really help a new player like when and how many zombies to add to each location.  The rules are not bad, but they are not as well layout out or emphasized as I’d like.  4/5

Execution– I really like how Plaid Hat puts their games together.  It’s a well done game with lots of parts, tons of standees with great detail, and lots of small things like intro paragraphs to each game, and epilogues for each victory and traitor win.  This is a theme game (don’t play this if you want a Euro experience!), and Plaid Hat delivers on that.  Even the first player marker is a big knife cardboard token!  Well done.  Also if you want to see my unboxing of the game check this like out: https://youtu.be/nOgN3v8OiqY 5/5

Summary-If you want a great game that has absolute kick in the teeth difficulty, then this is your game.  If you want a co-op with lots of story built in, this is your game.  If you want deep mechanics that are completely new and different, then this is NOT your game.  This is a quicker version of both Zombicide and Battlestar Galactica.  It’s got the high points of both, but does lose a few elements of both as well.  That’s not bad is what comes out of the Plaid Hat kitchen is its own tasty entree, but it is a new, simpler, quicker thing.  Instead of the weekend killer that is Battlestar, this is less than two hours to get a game in-great for a weekday game night.  I think the crossroads mechanic was a bit oversold as the end all/be all new interaction mechanic, but that doesn’t ruin this game.  The instructions are a bit rough, but the videos online will teach you to play quicker then reading them.  Overall, this is a solid game that that’s fun if you want an amazing American-style gaming night with zombies, possible traitors, and some team work picking up some garbage around the barricaded house.  89%

Ring Side Report-Board Game Review of Harbour

Product– Harbour

Producer-Tasty Minstrel Games

Price– $20 here http://www.amazon.com/Tasty-Minstrel-Games-TTT3002-Harbour/dp/1938146786

Set-up/Play/Clean-up– 30 minutes (2-4 players)

Type-Euro

Depth-Light

TL; DR– This game feels like a pocket Lords of Waterdeep.  90%

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Basics-Let’s do worker placement with only one worker!  Harbor is a worker placement game where you only have one worker while you manipulate the market for fish, meat, stone, and wood to buy property and build your economic empire.  Each player gets a different role from a penny pincher to a pirate.  These cards give each of you a power, a start location, as well as a marker to keep track of your different good.  Between all the players sits the market board as well as a number of location cards.  These building each have a cost, a victory point value, possibly extra ability markers, and a power.  Each turn, players move their one meeple to a new building and do the action on the card.  These actions range from buy a building, gain some of one resource, or lose X of one resource and gain Y of another.  And that’s the entire game!  I’m not being condescending here; I’m impressed by the elegance.  What really cranks this game up to 11 is the market.  On a separate board is a market of good with the current value of meat, fish, wood, and stone.  You must have at minimum the same number of a good as the dollar value of the good.  When you move to a building that allows you to buy a property, you move the good to the sold location on the card, which is below the normal location.  You will most likely sell multiple goods at once, so multiple goods will be on the sold locations at the end of your turn if you buy.  But, the market shifts now.  Goods you didn’t sell move higher in the market, increasing their price.  The sold goods have saturated the market.  They move on the sold track to the last spots.  Since goods you sold a lot of have moved into the last spot in the sold row, good you sold more of enter the market on the lowest value as the market is now flooded.  Play continues until someone has bought their fifth building, then all players get one more turn, and the player with the most points in the harbor master!

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Mechanics– I wasn’t being glib above.  The rules are that simple, and that’s fantastic.  Also, this game has a semi-realistic economy.  If you sell a ton of something, then the market has a lot of those goods and won’t pay much for it.  I love any game with slick rules and easy grasp concept that plays quickly.  This feels like a pocket Lords of Waterdeep! 5/5

Theme– The theme isn’t bad, but it does need a bit of work.  I like the world this game is in.  It’s in the same world as Belford, and I like the way that place looks and feels.  It’s almost like the Discworld.  Also, the unique player cards do bring some story the game with all the cards have flavor text on them. That’s a good addition to a card game that adds a bit more theme to a semi dry concept of buying property and market manipulation.  Overall, it does feel like I’m a real-estate mogul in a fantasy world, but some of the simplifications does take away a bit from the theme.  This game is good, but it’s not Arkham Horror levels of immersion. 4.25/5

Instructions– The rules are simple, and they read quickly.  However they are a bit cramped and a few of the leads get buried.  On my first game, we made two fatal flaws: we multiplied the goods sold by the price and we didn’t use the center, uncontrolled buildings.  If you dig deeper into the rules, those are central to the game.  I’d like the rules to be a bit expanded and to provide a few more examples.  As it stands the rules are ok if you take the time to really read them, but you can’t just bust this game out and play in four minutes. 4.25/5

Execution– I like what comes in this box.  However, I have to whine about two things.  1-Stickers!  Tasty Minstrel Games loves to add stickers to wood.  It’s not as bad as say Village or Belford, but I hate having to put that on my stuff.  2-The card sleeves are nice, but I can’t fit my game into the game box now.  I’d like the box to be a bit bigger to accommodate the sleeved cards.  Normally, card sleeves wouldn’t be a problem as there something extra I’m adding to the game, but Tasty Minstrel Games gave out card sleeves as part of the kickstarter.  So, these are company provided.  Those things said, I do like how this game is done overall.  I like the art, the iconography, and even the wooden components.  Just give me some premade components as well as a bigger box, and I’d be thrilled! 4.5/5

Summary– This is a great game if you need something between heaver games.  It’s good in its own right, but you won’t get the two hour experience of a deep fantasy world.  That doesn’t make this game bad in any way, but it’s something to consider.  However, if you want to play a game that has about 1 minute of set-up and you’re then you’re in the middle of things, this is an awesome game.  The “realist” economy makes this game a fun puzzle, and the different races and fluff on the cards does bring you into the world of the game.  Even with having to put some stickers on wood, this is a great, quick game. 90%

Ring Side Report-Board Game Review of King of New York

Product– King of New York

Producer-Iello

Price– $50 here http://www.amazon.com/King-New-York-Board-Game/dp/B00KU9LQUO/ref=sr_1_1?ie=UTF8&qid=1429421137&sr=8-1&keywords=kings+of+new+york

Set-up/Play/Clean-up– 45 minutes (2-6 players)

Type-American

Depth-Light

TL; DR– A much improved second version. 95%

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Basics-Time for a rumble in the Bronx!  King of New York is a standalone game that builds on the popular King of Tokyo line.  This game follows a very similar turn order with some significant differences.  At the start of the game, all players choose which of the five New York boroughs they wish to start in, with the exception of Manhattan.  Like in King of Tokyo, a player rolls six dice, and can reroll some, all, or none of the dice.  Each die has six faces with players gaining different effects based on how many of each die each player rolled.  Lightning gives the player energy cubes for each die result that can be spent on upgrades.  Hearts heal the player one point for each heart result while not in Manhattan. Attack damages the player in Manhattan if the active player isn’t in Manhattan, or damages each other player not in Manhattan if the player is in Manhattan.  If the player in Manhattan takes damage, that player can leave, and you have to enter Manhattan instead!  If you start your turn in Manhattan, you gain energy as well as victory points.  The major differences between this and Kings of Tokyo come from the final three dice faces.  A new result is destruction.  Destruction results are spent to turn over tokens in each borough.  These tokens have two sides: red and blue.  Blue sides are buildings that usually provide points or healing.  Red sides are active military units that provide points or power cubes.  Both sides have a number that must be spent to either flip the token or to remove the unit from the board.  This brings us to the next result of Ouch!  Ouch! causes the units to attack players depending on the number rolled.  A one result causes the active player damage equal to the number of red tokens in the borough; two causes all players in the borough damage, and three causes all red tokens to attack all players!  Rolling three Ouch! results will also earn the player the Statue of Liberty Card worth three points.  This card can be stolen, however, when another player rolls three Ouch! results.  The final result is celebrity.  If you get three celebrity results, you gain the Superstar card, one point, and at the start of each round you gain an extra point.  This can also be stolen.  After all the dice are resolved, if no player is in Manhattan, you must move there.  If there is one monster there, you can move there depending on the number of players, or you can move to another borough.  Manhattan also has three areas that can be moved into over time, with the deepest area of Manhattan giving tons of points and energy at the start of each turn.  Finally, you can buy any cards available before ending your turn.  Play continues until there is only one monster standing or one player has 20 victory points.

Mechanics– Just like King of Tokyo, King of New York is about pushing your luck.  But this game feels a lot less like Yahtzee! and more like rolling for specific results.  The changes to attacking units, gaining celebrity, and damaging non-player characters massively change the results of this game.  Honestly, it’s a much deeper experience and one that I enjoy better than King of Tokyo.  Currently though, the monsters in each game don’t have any differences between each other.  It’s important, but not world ending.  This is just like the original King of Tokyo game, so I expect that an expansion is coming up very soon to fix that.  Overall, this quick, easy to learn, fun game that plays well. 4.75/5

Theme– I feel much more like Godzilla in this game than I did in King of Tokyo.  I don’t feel like I’m playing combat Yahtzee!, but instead I’m a 40 story mantis that is destroying New York.   The addition of buildings to destroy and units to fight really drive this home as well as deciding when to just put a ton of enemy units on a friend’s space and then get out of that part of town!  It’s not perfect though.  I don’t have difference powers between creatures, and the basic mechanic still somewhat takes away from the basic monster feeling that I’m supposed to have.  But, I don’t think that can be helped without a massive overall of the mechanics.  4.75/5

Instructions– Overall, the instructions are done reasonably well.  My main complaint is how packed they are.  I’d like more pages with more examples then the cramped four pages I get. It’s not unreadable by any means, and this game isn’t exactly the deepest game I’ve ever player, so overall the rules do a good job.  I’d just like them to be easier to read. 4.5/5

Execution-This is a great game for how it’s handled.  I love the art and the components.  I love large chunky tokens as well as heavy dice.  The box fits all the components well, and just like King of Tokyo; I think it will hold the expansions pretty well too.  The cards are well done, and the tokens all feel nice.  Overall, it’s a great box and presentation of what it contains. 5/5

Summary– I don’t think I’m going back to King of Tokyo.  I like that game, but I really LOVE this game.  I feel like a monster not a person playing Yahtzee!  Yahtzee! isn’t bad, but this is much better.  It’s got a few minor faults, but overall it’s a top notch game that represents the monster genre well. 95%

Ring Side Report-Board Game Review of Machi Koro Harbor Expansion

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Product– Machi Koro Harbor Expansion

Producer-IDW Games

Price– $20 here http://www.amazon.com/IDW-Games-AUG142812-Machi-Koro/dp/1631401688/ref=sr_1_1?ie=UTF8&qid=1429068035&sr=8-1&keywords=machi+koro+harbor   OR WIN IT HERE! https://throatpunchgames.com/2015/04/10/machi-koro-give-away/

Set-up/Play/Clean-up– 45 minutes (2-5 players)

Type-Euro

Depth-Light

TL; DR– This is how you improve an original with an expansion. 94%

Basics-TO THE SEA!  The Harbor expansion of Machi Koro adds several new things to the base game.  I’ve previously reviewed the base game here (https://throatpunchgames.com/2015/01/29/ring-side-report-board-game-review-machi-koro/ ).  First and foremost, the harbor expansion now adds a fifth player.  Next, the game completely changes the card availability mechanics.  In the base game, you roll a six-sided die, cards you or other players owned would trigger, and finally you could purchase any available building card or major landmark for your town, with the winner being the person who built all four major buildings.  This addition now mixes all the building cards together in a pile.  Cards are drawn and each different building is placed in a separate pile until 10 different piles are generated instead of having all the buildings face up and available at the start of the game.  Otherwise the game plays the same as before with the first person to build all their landmarks being the winner!

Mechanics– This expansion adds a new player and new cards.  That doesn’t sound like much, but adding the ability to play five people really makes this game that much more fun.  I can get this to the table that much more often.  Honestly, that’s awesome.  Next, the change in card availability is small thing with a huge impact!  Not being able to buy the same thing all the time massively changes the types of decisions made keeping you on your toes creating an atmosphere of positive stress.  This game moved from a simple game to an exercise in smart choices with limited resources.  Honestly, I WON’T play the basic rules again as this rockets the game from a simple Catan-ish game to its own stand alone masterpiece.  It’s still a game where randomness can really destroy a player’s chance.  That said, this game is even more fun now with the small changes added in the expansion.  4.25/5

Theme– The base game isn’t a theme powerhouse, but this game does build nicely on what was there.  This game is called the Harbor expansion, and one of the new landmarks is, obviously, the harbor.  What really improves the theme of this game is now some cards need other landmarks to function.  You CAN’T fish with a tuna boat if you don’t have a harbor to fish from!  It’s a simple addition, but now the cards make a bit more sense.  Also, the random nature of what pops up does make this game feel a bit more like developing a town as different towns try to attract new businesses.  It’s not perfect, but it’s much better!  4.5/5

Instructions– The rules are short, concise, and easy to read.  If you can manage the base game’s pages, then this games short addition is no problem.  It even clarifies some points from the original game that were somewhat fuzzy.  Well done! 5/5

Execution– It’s time for another video!  Watch my unboxing here: http://youtu.be/Dm8ZLiifjlA This expansion is more cards, some being new buildings, more landmarks, and an extra set of landmarks to add a fifth player.  The art is still the Machi Koro style you know and love.  Even, the box is well put together.  This is basically more of what I loved from the original Machi Koro game. 5/5

Summary– Machi Koro is a quick, fun game to begin with.  It might not be the eight hour Eurogame experience some players want, but thirty minutes for a four player game is pretty solid.  The Harbor expansion honestly ups the game to a new level.  It’s simple a better game by just changing the way buildings are reveled as well as the new thematic buildings.  Also, for less than $20, it’s a no brainer.  This is a great game with great additions that also allows for more players! 94%

We have some good news!  IDW Games has given me a copy of the base game to give away!  Want to win the game that started this all?  Click here and follow the instructions- https://throatpunchgames.com/2015/04/10/machi-koro-give-away/

Ring Side Report-Board Game Review of Splendor

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Product– Splendor

Producer-Asmodee

Price– $40 here http://www.amazon.com/Asmodee-SCSPL01-Splendor-Board-Game/dp/B00IZEUFIA/ref=sr_1_1?ie=UTF8&qid=1428287594&sr=8-1&keywords=splendor

Set-up/Play/Clean-up– 45 minutes (2-4 players)

Type-Euro

Depth-Light

TL; DR– Excellent game with no story. 79%

Basics-Time to head to the mines! In Splendor, you play a gem merchant trading gems to gather mines while trying to impress the nobility.  At the beginning of the game, a number of noble characters are drawn equal to the number of players plus one.  Then, three decks of cards are shuffled, and three cards from each deck are displayed.  These decks all have different gems in them with one decking having cheap gems worth little to no points, another with middle value gems it in, and the final deck having the most expensive and highest point gems in it.  Below the gem decks are placed poker chips with the five different kinds of gems on them.  Each turn, players take actions to gather gem tokens or spend gem tokens to buy gem cards.   Each gem card has a cost in other gems on it.  The cheapest gems normally require between three and five gems, while the most expensive gems requiring over 10 gems.  On a players turn, a player can take one of four actions: gather three different gem chips, gather two gem chips of the same type if four gems of the same type are available, reserve a card by placing it face down in front of the player and taking a gold (wild card) token, and finally spending gem tokens to buy a gem card from reserve or from the available cards.  When a gem car is purchased, another is drawn from the deck.  This game has an engine building component as each gem card purchased has a gem on it.  Any purchased gem cards can be used in place of a gem token when purchasing another gem card on a one-for-one basis without having to discard or return the card.  Thus, building up your gem cards makes it easier to buy gems in the future.  Some gem cards have points on them, which are added to your point total.  Also, each noble drawn at the start of the game has a number of different gem types and amounts on them.  When you have that same number of gems and types of gems as the noble, you get that noble and their points for free on your turn.  When one player gets 15 points, play continues until every player has an equal number of rounds.  Then the player with the most points is the best gem merchant and is the winner!

Mechanics– This is where Splendor absolutely excels.  Splendor’s easy to master mechanics make the game a breeze for players of any age.  The game’s four actions are quick while still giving you enough meat of the game to think about what you’re going to do next and the engine you’re going to build.  It’s fast, fun, and brilliant.  5/5

Theme– And here is where Splendor fails.  The game doesn’t really have a story to build on.  I didn’t feel like a gemologist trading gems as I moved up the international mineral ladder to conquer my opponents.  I feel like a guy sitting around a table trading poker chips as I build a card gathering engine.  The saving grace for the theme of this game is the art and execution.  The art is nice, adding a bit of environment to the game while the substantial poker chips do add a bit of tactile feeling to the game.  If you want a strong story in your games, you need to look elsewhere!  Honestly, simply adding some more story in the rules would have made the theme stand out even more.  1/5

Instructions– The rules to this game are amazingly well done.  The rules are less than two pages, front and back.  It’s clear and concise while still having pictures to help with game play.  These are rules you can read in less than three minutes and get playing in five.  Well done!  5/5

Execution– I know the execution of this game is controversial with the battle lines drawn over the poker chips.  I’m in the camp where I mostly like the poker chips. These are not the standard cheap-o plastic discs with some stickers.  These are heavy duty, clay poker chips.  I like game components with some heft, and this game delivers.  Also the cards are nice, but they are a bit flimsy.  I’d like them to be a bit harder card stock.  The art is well done with great drawings of historical figures as well as mines from all over the world.  Even the box has nice dividers that really help package the game.  Overall, this game is well executed with only a few things I’d like to see changed. 4.75/5

Summary– This is a game where the score is not the great predictor of enjoyment.  I really enjoy this game and have gotten a ton of plays in.  But, if you need a story in your game for the most enjoyment, then this is one you want to pass by.  I don’t always need a story, but that part of a game does draw me in more.  However, if you just want some excellent mechanics then this is your game.  It’s fast, fun, and thought provoking.  Building the perfect gem gathering engine in the shortest amount of time is always a blast!  I can’t recommend this game to everyone, but if you want a fast-paced, quick, easy to lean Eurogame, then this is the game to get.  79%

Ring Side Report-Board Game Review of Abyss

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Product– Abyss

Producer-Studio Bombyx

Price– $40 here http://www.amazon.com/Abyss-Board-Game-Cover-Vary/dp/B00KU10PH2/ref=sr_1_1?ie=UTF8&qid=1427851039&sr=8-1&keywords=abyss

Set-up/Play/Clean-up– 60 minutes (2-4 players)

Type-Euro

Depth-Light

TL; DR– Amass an undersea powerbase quickly and easily in this great game. 95%

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Basics-Under the Sea!  In Abyss, each player is fighting to be the lord of an undersea kingdom.  Each turn players can do one of three things: explore the depths for cards, take cards that have been discarded by searching, or spend cards to get undersea lords for points.  When a player explores, the player reveals a card.  If it is an ally card, then every other play can buy that card from the player for one pearl.  Ally cards are one of five different undersea creatures with point values ranging from one to five.  As more cards are revealed and more are bought, the price of each card increases.  If the card is not bought from the player, then the first player can choose to pick up the card for free or leave it.  If the player takes the card, then their turn is over.  If they don’t take the card, the player then continues this process until they fill up a track with cards and are forced to take the last card also gaining a pearl.  In the exploration deck, there are also some monster cards.  These cards can be avoided, or the monster can be fought and the player gains pearls, bonus victory points, or possibly keys to buy locations.  In either case, the cards not taken are separated based on the type of deep sea ally they are and placed in different piles below the exploration track.  The second action a person can do on their turn is to take one of these piles.  The final action a person can take on their turn is to spend allies to buy an undersea lord.  These lords have a number of bubbles indicating how many different types of allies have to be spent, a number indicating how many total ally points have to be spent, a value for end scoring, and possibly a power and/or a key.  Also, when a player buys a lord, he chooses one of the lowest point allies used to buy the lord, and places that in front of the player for end game points.  If a player ever has three keys, the player has to buy a location either choosing from the current visible locations or drawing up to four, but all not bought drawn locations become available to all other players.  These locations provide end game victory points based on the lords or allies you have in play.  This continues until one player has seven lords or until a player can’t buy another lord.  Then players get points for the monsters they fought, the highest point ally of each ally type they put into play for buying lords, their lords, and their locations.  The player with the highest points is the new king or queen of the sea!

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Mechanics– This game has the look of something far more sinister and complex than it really is.  It’s actually really simple once you get the rules down, and that takes less than two turns.  There is deep strategy, but it’s not so deep that you can’t have fun.  This is honestly as complex as Settlers of Catan with a different theme and a bit more player interaction and memory.  The three actions you can take on your turn are really self explanatory, and play fast.  There are some problems like players have no hand sizes.  One player in one of my games just kept taking cards.  He ended up with over half the deck of allies at the end of the game.  He didn’t win, but that can make the game drag a bit.  Unlike some Eurogames, this one has tons of player interaction, so who you play with can really impact your enjoyment.  That aside, if you like some quick thinking with a bit more auction mechanics than Catan that is a good intro to middle complexity game, this is a great game to add to your collection.  4.75/5

Theme– This game feels dark and mysterious, just like the undersea.  As a player you do feel like you’re building a support base for yourself by first getting the commoners on your side, then moving to the lords before you move on the throne.  It all feels fun.  The art really hammers home the feeling of being in a deep sea kingdom too.  It can seem a bit too oppressive at times with some of the art bordering on gothic macabre, but even then it’s still amazing art!  4.75/5

Instructions– The rules do teach this game really well, but this is a game you can’t just open the box and play.  The mechanics are well done, and the rules teach them easily.  My only real problem with it is that some of the leads are buried with small, important parts of gameplay kind of put in the middle of paragraphs.  I bought my first lord without realizing I should then have put an ally in front of me for end game points.  The rules are well done, but this is a game whose rules you should read by yourself before you bust it out on the table with friends.  4.5/5

Execution– This game gets a five out of five for presentation alone!  Much like most of the games I’ve been reviewing lately, I’ve made a YouTube video (http://youtu.be/nAGFEi1FldE).  The game is amazing.  The art is great.  The writing is clear.  And even the box looks good.  The little plastic shells for the pearls are the cherry on top of this game.  And, when you’re done conquering the undersea nobility, the pieces all fit back into the box with nice custom cut places.  Well done! 5/5

Summary– I really love this game.  It’s got a great theme with some amazing mechanics that make this a blast to play.  Building up your undersea alliances with different nobles for power is quick, fun, and easy to do with the sleek mechanics of this game.  It’s got a few minor faults like some player mechanics that can be made less fun depending on who you’re playing with and a few smaller problems, but overall if anyone wants to play this game, I’ll be one of the first to come to the table! 95%

Ring Side Report-Board Game Review of Kanban: Automotive Revolution

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Product– Kanban: Automotive Revolution

Producer-Stronghold Games

Price– $60 here http://strongholdgames.com/store/board-games/kanban-automotive-revolution/

Set-up/Play/Clean-up– 60-90 minutes (2-4 players)

Type-Euro

Depth-Heavy!

TL; DR– Almost too complex…Almost 90%

Basics-Who can build the best car?  In Kanban, each player takes the roll of a car designer in the Kanban Company.  Under the careful eye of your supervisor, players choose what departments they want to work in each day for three weeks or until there are three companywide goal assessment meetings.  I won’t go as in depth as the rule book, but here is a quick summary of the rules.  The departments players can work in each day include: administration, design, logistics, the assembly line, and testing and innovation.  Players can choose which department they want to work in and place a worker on one of two spots in that determent.  These spots determine how many shifts a player can take in that determent, usually two or three, an in which order they get to work with the first having fewer shifts, but being first.  Each shift in a department allows you to do a few different actions.  Here is a quick summary of the different actions:

Design: get car designs and car designs with upgraded parts

Logistics: pick up car part cubes for yourself or place part cubes on the main board for all

Assembly: spend car part cubes to build cars

Testing and Innovation: spend car designs to get cars OR spend car designs with upgrades and a car part cube to improve a car part

Administration: use one other area’s abilities

Players also have the option to train in each area.  By training players can unlock new abilities in each area as well as allowing more storage on their player board.  In addition, when it comes time to score points later, players order is determined by who is the most training in more areas.  The supervisor will move around the board, and if you take a shift in a location with the supervisor, the boss will evaluate your performance in that section.  Here is where the game adds an extra layer with two modes of play.  One mode the boss is nice and gives you extra points if you are being productive.  In the other, the boss punishes you if you fall short!  The boss also moves between sections to move the game forward.  When she moves back to administration, she advances the week marker.  When the game reaches the third week, the game is over.

Also, when players use car designs to put cars in their personal garage on their player sheet, this moves a pace car in testing and innovation depending on how far back the car they took was.  When the pace car in testing and innovation moves to a certain point on the testing track, you have a meeting at the end of the business day.  Meetings are the major way to score points.  As you do other actions in the different departments, you will earn chairs at the business meeting.  Some of the actions to earn chairs are building specific cars or training in a number of different departments.  At the meeting, players can place chairs on goal point cards to score those points.  Most cards will allow you to have multiple chairs, but the boss will want to hear less and less about the same topic, so scoring later on the same goal card will win you less points until no one can score on that goal at all.  Also, each player can play one card from a hand of goal cards as a pet project that they and anyone else can now score on.  The first set of public goal cards are random, but the second and possibly third set of cards all come from the players hands as you start with three, use one each meeting for a pet project and then play one as a new public goal before being dealt two more cards.  The most important thing to know here is if you don’t have seats, you can’t score points!  The game can also end when the third meeting happens.

The last thing the happens at the end of the game is players can use seats to score points on the game goal conditions.  These end game goals can be scored by as many players as are out there and, as an examples, are having five cars, being training in so many departments and so on.  Then, players get points for each car they have in their player board garages, and they score points for how upgraded each car they have, but only if they have they have the upgraded the car part in one of those cars he or she has.  Players also get points for being first, second, or third on each sections training track and for how many resources they still have at the end of the game. Person with the most points in the end is the winner and best designer in Kanban!

Mechanics– WOW there is a lot going on in this one!  But, honestly in a one page summary without the pieces to play with, it’s a bit harder to digest than when you sit down and play.  It’s still a lot to digest, but it’s not nearly as bad.  The hardest thing for me to wrap my head around was scoring.  How to get the chairs at the meeting is really important, but you can make up for blowing a meeting if you have the right cars and upgraded car parts at the end of the game.  It’s a ton of fun making sure you choose the right department and actions at the right time.  It’s not too hard, and it is a lot of fun.  But, it is a brain burner to understand initially. 4.75/5

Theme– Now, the theme of being an office worker in a car company might not sound like the most fun thing in the world (I’m from Michigan, I know this!).  But, it does feel like you’re part of a company competing to be the best.  Having to get seats at the meeting does feel like you maneuvering politically to get noticed by the boss at the right time.  Having to move between the department really did feel like you were doing different jobs each day to make sure that you got everything lined up to succeed.  Even the limits on the number of activities you could do feel like a really like job.  I can’t work 30 hours in a 24 hour day.  It all adds up to some positive stress that makes a good Eurogame fun!  It’s not perfect though.  While I know Ford gives some good discounts on cars to its employees, you don’t just get to take them home for free!  It’s a few minor things that break some of the illusion of the game.  It’s fun and feels like the real offices experience, in a good way, but some minor things do break the fourth wall a bit. 4.5/5

Instructions– The instructions to this game are good, but they are not perfect.  The game comes with a link to an instructional video, and that really helps.  Also, the designer is spending a ton of time answering anybodies questions on board game geek in a thread.  It’s a really great effort by Stronghold to present this game to the players and to make sure everybody knows how to play it.  That said, the rules by themselves are ok, but it’s got a lot going on!  Even the rules themselves say that you have to read everything!  That should go without saying, but if you skip a little bit of say the Splendor rulebook, you’re going to be ok.  Miss or skim a paragraph in this one?  You will be lost and play the game completely wrong.  But, if you just want to complete board game experience without any internet guidance, the rule book itself will teach you how to play, but you have to make sure you really read this one! 4/5

Execution– As I’ve been doing lately, I made an unboxing video for this game!  Here is a link to the video https://www.youtube.com/watch?v=6628QbxggOs  All I have to say to make my day with this one is: CAR MEEPLES!  I love what’s in this box.  It does come with some bags showing that Stronghold Games does love me!  It also comes with a ton of cardboard for seats, tokens, and car designs.  The car designs are nice chunky cardboard, which makes it hard to shuffle, but it also makes it easy to pick up and play with, so I’m happy. The art on the tokens and the main board is also great.  It’s got a lot going on, but it also doesn’t overwhelm you.  One problem I do have with this game is the same problem I have with many of Stronghold’s Eurogames.  The box is somewhat thin.  I’d like the box to be made of a bit more sterner stuff. Overall, this game has some top notch components that really stand out. 4.8/5

Summary– I really like this game.  It’s truly a puzzle.  Kanban has levels and layers that will make even the most determined and smart players have to really consider what they have to do next.  That also makes it a bit harder to explain, teach, and understand.  I love this game, but I had to work at it to get to that point.  This game is almost too hard for me to understand.  That’s the double edged sword of Eurogames.  Too simple and no one will play it.  Too hard and no one CAN play it.  This might not be my favorite Eurogame of all time, but this is one I will keep going back to as, no matter what I do, I still see new options in this game all while having a blast playing it.  If you want something simple to play game at the end of the night after you might have had too many beers to do calculus, then this is not the game for you. However, if you want a well done, extremely intellectually, surprisingly quick game, then this is for you.  I know I can’t wait to get it back to the table.  90%

Ring Side Report-Board Game Review Ortus Regni

 

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Product– Ortus Regni

Producer– Jon Sudbury Games

Price– $45 here http://jon-sudbury-games.myshopify.com/collections/frontpage/products/ortus-regni-core-box

Set-up/Play/Clean-up– 30-60 minutes (2-6 players)

Type-American

Depth-Medium

TL; DR– This is the coffee table game you need! 95%

 

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Basics-Forge your kingdom!  Ortus Regni, “Origin of the Kingdom,” is a two to six player card game of dueling earls fighting to create their own kingdom.  The only way to do that is to be the last man or woman standing.  Each turn, a player can take one action and then has to draw one card.  That’s honestly the whole game, but don’t let that simplicity fool you.  The actions range from declaring battle, starting a joust, using a monk to look at another players hand, sending emissaries to the Vikings, and just playing any card from your hand face down to act as a defense of a location.  Every player starts with one location:  their palace.  From there, cards will give you new locations, such as castles which can start a new location, lands to get more soldiers, churches to get favor in battle, and even markets to get more soldiers from lands.  Other cards can be played from your hand, like vassals and champions, whom you can make lords of your various locations, or intrigue cards that can kill other players’ lords or steal soldiers.  Battles are also very simple, as the attacker sends a number of cards at the defender.  Some of the cards may come from the soldier draw deck and some may be lords of fiefs.  The defender can play cards just like the attacker. Then a card is drawn from the battle deck which randomizes the results of the battle, with results ranging from determine damage as normal to a side may not be damaged in this battle.  The other aspect of the game is the Vikings.  The Vikings represent the wild cards of the game.  Each round, if no player attacks, a black token is placed next to the Viking deck. After eight black tokens are placed near the deck, the Vikings arrive.  Control of the Vikings is determined semi-randomly; influence cubes corresponding to each player are placed in a bag and drawn blindly.    Every player starts with a cube in the Viking bag, but some cards allow you to put extra cubes in the bag.  Whoever’s cube is drawn from the back gets to use the Vikings like a club against other players in battles described like above.  The last area I want to talk about is the joust.  Jousts allow earls to steal land from other players.  A player can use a banner card to cause another player to ante up a piece of property as well as ante up a wagered property of his or her own.  Players then draw two cards from the joust deck and see who makes the better hand with the lord they send to the joust with the winner taking the anted lands.  This isn’t all that complicated a game, but the most interesting part of all this is the fact that the game isn’t played with any rules on the cards!  That’s right; every card is just a gorgeous medieval painting.  If that doesn’t grab your attention, I don’t know what will.

 

Mechanics– Let’s start with the bad before I start heaping praise on this game.  Ortus Regni doesn’t add anything completely new to the card game genre.  It’s got deck building, attacking card bases, different paths to victory, as well as non-player characters that attack other players.  However, what this game does really well is incorporate all those things together.  When I say it doesn’t add anything new, that kind of like saying eggs, flour, butter, and sugar are not really new.  Separate, they are all great things that are done well by others, but together they make an amazing cake.  This is a cake game. Good pieces mixed well together.  It’s not the most revolutionary card game out there, and for some, it won’t kill their Magic addiction.  However, if you want a card game with a single buy in with multiple strategies to exploit, then this is well worth your time and money. 4.5/5

 

Theme-If you’re willing to invest in theme so much you’ll exclude words on your cards to keep players that engaged, you get a five.  It’s just that simple.  However, past the artistic choices in the game, the game does feel like a battle between lords.  It changes on a dime, shifting constantly as intrigue, Vikings, and straight out battles all cause the world to shift as any political landscape would.  While there are points where the writing is on the wall for an individual game, even then a few events like defenders don’t get damaged, or a random draw of the Vikings can change a game’s outcome.  It feels like I’m making good choices as well as walking the luck line.  I don’t feel like I’m cheated when I lose by luck or win by luck.  It’s got that balance down phenomenally. 5/5

 

Instructions– The rules are good, but a few things could help them be great.  First the good.  The rules are well done with lots of spacing, examples, and pictures to help new players learn how to play the game.  This is even complemented by the quick start rules that get players into the action really fast.  However, the rules tend to be a bit long, and the absence of an index really hurts quick look up when you need it most mid-game.  The game is simple enough that after that first, semi painful game where you have to constantly look up the rules over and over again you won’t need anything more complicated than the quick rules.  Adding an index would make that first game a little smoother, and make future trips to the rules move even faster.  However, overall the rules do a good job, but need a few tweaks to be excellent. 4.5/5

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Execution-Hands down a 5!  I can completely understand the apprehension players may have with a card with no instruction on the cards.  But, anyone who sees this game absolutely is astounded by the art and the packaging.  Here is my video of the unboxing of this game. https://www.youtube.com/watch?v=2GnAYl-tCwc  Just look at those parts!  Everything in this game is a painting.  The box is nice thick cardboard that won’t fall apart.  The instructions are well done, with a few small problems, but they are printed on nice thick paper.  Heck, even the paper is the nice textured paper that feels more like an ancient manuscript than a simple rule book.  It’s got quick start rules to help you get right into the game, and the training decks teach you the rules without having to spend a ton of time even learning the rules from the book itself.  This is the kind of game you buy and put on a coffee table as an art piece.  5/5

 

Summary– I’ll admit I was a little hesitant to dig into this one.  It looks beautiful, but the loudest question you will have going in is “How do you play a card game with no printed rules?”  But, honestly, you don’t need them.  The fact the game comes with such top notch components like a cloth card indicator really helps you as a quick reference.  And the lack of words makes the game that much more immersive.  The only way I could have gotten more into this card game was some mead and a turkey leg roasted on a spit.  You do feel like an earl in your hall trying to dominate the others at the table.  The instructions are good, but a few tweaks would make them great.  However, the execution of this game steals the show.  The card game isn’t the most unique game that I’ve ever played, but when you see the parts work together and how they look on the table, it’s honestly the most beautiful game out there.  Heck, the game even comes with wood deck holders!  This is a game you set out for other to see, and play when you get a chance.  Deck building isn’t that long, and it will well be worth your efforts to do so.  For the price, fun, and sheer look of the thing, this is a must add game for your collection.  95%

Ring Side Report-Board Game Review Brew Crafters

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Product– Brew Crafters

Producer– Dice Hate Me Games

Price– $60 here http://www.dicehatemegames.com/games/brew-crafters/

Set-up/Play/Clean-up– 90 minutes (2-4 players)

Type-Euro

Depth-Medium

TL; DR-An excellent intro to hard core Eurogames with a clean aftertaste. 97%

 

Basics-Crack open a cold one!  In Brew Crafters, players take the role of different microbrewers trying to be the local best.  While this is a Eurogame through and through, it’s actually not that complicated.  Each turn is divided into two basic rounds.  Round one is action selection at a market.  Here each player takes turns placing two meeples on different market spaces that get you money, the first player marker, specialist for your brewery, hops, malt, yeast, and special ingredients.  Next, players enter the brewery and place their brewery worker meeples on either brew beer, expand, or research with multiple workers from multiple players being able to take the same action.  To brew beer you have to spend the ingredients for each type of brew, and then the brew enters the pipeline.  The initial pipeline brews one beer at a time, but it takes two extra brew actions to be able to sell that beer.  When you start to brew a beer, you get victory points for the brew.  Also, if you are the first player to brew a beer, you also score extra points.  The expand action gets extra locations for your brewery from a garden that makes fruit or hops to a tasting room that brews beers in two rounds instead of three.  The research option lets you move up tech tracks that start by giving you extra resources, provides a resource every four turns in winter, increases productivity, and ends with a way to story extra victory points at the end of the game.  Each turn is one season starting with spring moving all the way to winter.  At the end of each year’s winter, each player has to pay for their brewery workers, specialist, and add-ons to their brewery.  If you can’t pay for your additions, you get money from the bank, but take a small victory point penalty.  At the end of three years, the player with the most victory points wins.

 

Mechanics– This game is deviously simple for a middleweight Eurogame.  Place two workers to buy ingredients, then place one action worker to do stuff at the brewery.  That will be about ~60% of your turns till you get a second action worker.  That seems simple, but the complexity comes from what that brewery worker does in your factory.  Players get a ton of options, and finding the best interplay of those options is how you win, and you don’t need encyclopedic knowledge of the rules to find that optimization strategy.  And, just like any good euro out there, just because you find one working strategy doesn’t mean it won’t get trounced during the next play through as the other players may be refining a strategy of their own.  It’s all amazingly well done as the mechanics work together like a well-made clock. 5/5

 

Theme- I liked this one.  I did feel like I was creating a microbrewery from the funny names of the beers to the farmers market where I got the ingredients to brew.  Also, the mechanic of not having to pay until the end of a year is interesting twist in the theme and mechanics.  I don’t pay to build on the brewery at the time, but I have to pay a bank for the loan to build my stuff and pay my workers after a bit of time.  That honestly feels more real than paying up front like in other Eurogames.  Like all themes in Euro-worker placement games, there are a few hiccups like “why can’t I buy more hops from somewhere else?”, but overall this is a slam dunk. 4.8/5

 

Instructions– The rule book is thick, but not too heavy.  It describes the rules well.  It’s thick but not so heavy to be overwhelming.  That said, I don’t want to give a backhanded compliment, but this game does the absolutely best at the worst thing in game design.  The game makes use of both iconographies to show some action as well as some wordy patches.  That’s not bad, but the heaviest word section is the different additions to the brewery and how they affect game play.  All of the brewery additions can’t be written in simple symbols. So the book does do a deep, well done explanation of each addition.  Also, each player gets a player card that describes how each place works in the brewery.  That in my opinion is the best way to deal with the bad situation of complex addition in a game.  It’s not perfect.  It’s a little clunky, but it does do a good job of getting the rules across.  4.5/5

 

Execution– More videos!?  I put up an unboxing video to show off all the components of this game right here http://youtu.be/7ONr50Lvfo4 . And, man, are there a ton!  All the pieces are well done and made from some nice chunky cardboard.  I like what’s in this box.  Nothing’s like a five pond board game.  I would have liked some more bags, but bags did come with this box so I’ll take what I can get.  Keeping your parts organized will be the best thing you can do to keep this game playable.  If your parts get mixed up, you are going to hate the amount of time it will take to play the game the next time.  But for $60 bucks, you get a ton of well done stuff in this heavy package.  5/5

 

Summary– This is an awesome version of Agricola that I can get my wife to play.  It’s got development of your property while still having worker placement, action selection, resource management, and tough choices while not being the punishing experience that Agricola can be.  Even if you don’t get what you want, you can still get some great options that allow you to build for you next turn.  I get all the fun development aspects of the classic worker placement Eurogames while not having the getting destroyed because I didn’t get the option I needed that turn.  That right there makes this a great introduction to hard core Eurogames.  Great components, theme, and mechanics make this an awesome game. 97%

Ring Side Report-Board Game Review Dwarves, Inc.

Product– Dwarves, Inc.

Producer– Assa Games

Price– I got a prerelease copy!  Here’s the general website http://www.assagames.com/default.htm

Set-up/Play/Clean-up– 30 minutes (2-4 players)

Type-Euro

Depth-Light

TL; DR– A surprisingly deep game of stock market manipulation and underground mining. 98%

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Basics-Let’s get rich!  Dwarves, Inc is a game of mining underground trying to strike it rich. The game is deceptively simple.  Players assemble a modular board of nine squares with the only rule being that the center square is the square with all of the different types of start locations for each mining company.  On a players turn, that player will select three gems and place them on the game board extending a company’s mines off of already played gems.  Some spaces you cannot cross, unless you have a card that says you can, and are marked in red.  If a play extends the mine into a specific space that player gets something for his/her player board.  These space bonuses range from finding extra dwarves who score gold later, tunnels to teleport across the game board, lock boxes to put more gems in your player board safe, treasure chests to earn random effect cards, and gold cashes to earn gold.  The player with the most gold wins, but how you earn gold is the interesting part.  When a mine extends to a cash of gold, all players look to see who has the most gems of the company’s type that landed on the gold space each player in their player board safe.  The person with the most gets a number of gold depending on their number of dwarves.  The person who has the second most gems of that type gets less gold per dwarf they have on their board.  And finally, if the person who extended the mine onto the gold space didn’t get gold because other players had more of that company’s gems on their player board, then that player gets a smaller amount of gold.  Each player starts with four different types of gems (the player’s choice) and four dwarves.  After extending the mines for on a player’s turn, that player can trade one gem from their player board for a different gem from the bank.  Once all the different gold cashes on the map have been claimed by the various companies, the games over and the player with the most gold wins!

 

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Mechanics– This game feels simple, but it’s nothing like that.  The entirety of you turn is placing three gems, and then exchange up to one gem in your storage area.  But, the manipulation of how mines/companies are extended is amazing.  Do you remember that simple game where you have to complete boxes on a field of dots one line a turn, but whoever completes the box get points?  This game feels like that in a good way. Having the most gems of a type is good, but having too many of a type is not great.  You have to subtly manipulate the gem stock market to make other players think that they can score more points than you.  Also, making sure off turn other players are earning you gems by having the second most gems is an amazing way to get ahead.  It’s a surprisingly devious game that plays out in a relatively short time span.  I love it! 4.8/5

 

Theme- The theme isn’t perfect, but for as quick as this game is, I love what I see. The game uses these little gems for everything which is amazing and a tiny bit off.  The gems represent your investment in a company and work great in your safe box, but at the same time they are also used as your tunnels on the board.  That’s the little bit off part.  But I do like the nice tactile feel of them.  Aside from my nitpicking on that, the game does feel “dwarfy” enough.  The dwarf companies are competing underground at digging companies and you are alternating between directing them and speculating on their progress.  More dwarves will earn your more gold as more dwarves can do more work.  Overall, this does feel like an underground dwarf game even with my tiny nitpicking criticisms.  4.8/5

 

Instructions– The instructions are short, but really well put together.  There is enough white space for the rules to be read quickly, and the explanation is done really well.  I was playing this game in less than 5 minutes from cracking open the box.  No fuss, no muss, just well done rules that explained things for me. 5/5

 

Execution– It’s time for a video!  I did an unboxing video for this game, so check it out here!  https://www.youtube.com/watch?v=LJDLmxWt2rI  I have a preproduction copy, but this is what you can expect to get in the box.  In the theme section of this review, I mentioned how I had some problems with the gems, but I’m of two minds on this one.  Unless Assa game cranked up the cost of the game and made little dwarf meeples, gems do a decent-to-good job representing the mines and investment in the different companies.  I do like the nice 3D shape that they are and the feel that have.  The board is well done and the modularity makes for some replay even with how short this game is.  I even like the cards.  The event cards are not the standard cardboard that most games are, but the newer plastic cards I’ve seen more often lately.  I know it’s new and feels a bit different, but honestly, I prefer the plastic over the older stuff as the cards don’t fray as quickly.  All told, this is a well done game. 5/5

 

Summary– I have almost nothing bad to say about this game.  It’s a fun game who’s strategy comes at you like a sidewinder snake.  If you take this game as a simple game about mining dwarves, you will lose.  If you really think about your choices and learn to manipulate your fellow players, you stand a good chance of winning.  And I like that.  This game does not have Twilight Struggle levels of strategy, but this game is also easily playable in 30 minutes.  And it’s teachable in less than five minutes out of the box.  You will spend more time opening this game then having to explain this game, and that’s the sign of a good game.  It’s well worth your time and your money.  I look forward to what Assa Games comes up with next. 98%