Ring Side Report-Board Game Review of Nefarious

Product-Nefarious

Producer-USAopoly

Price– $ 30 here 

Set-up/Play/Clean-up– 20-40 minutes (2-6 players)

Type-Euro

Depth-Light

TL; DR-Production issues hurt a decent game. 86%

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Basics-What are we going to do tonight?  TRY TO TAKE OVER THE WORLD!  In Nefarious, players each take the roles of different mad scientists trying to each take over the world.  The game starts simply enough with each player getting  some starting gold and invention cards.  Each turn, players secretly selected one of four actions, reveal them at the same time, and all actions of the same type happen simultaneously.  The actions are: espionage, invent, research, and work.  Work simply earns you more money.  Research earns you a bit less money, and you get to draw a new invention card.  Invent is the meat of the game.  When you invent, you pay money and reveal one of your invention cards.  These cards have a cost that you pay, a victory point total, and possibly some effects like gain money, cost your opponents money, or gain more invention cards.  Espionage is an investing mechanic.  When you do espionage, you select an action and place a meeple on that action on the main board.  When a player on your right or left takes that action, you gain money equal to the number of meeples you have on that action.  Once all four actions are resolved, players then select new actions, and play continues the same way.  What makes this game a little deeper than it seems are the twist cards.  Each game two twist cards are secretly drawn from a deck of cards.  These cards provide new twists on the game like giving you strange new abilities, taking away some actions, or just removing some money from some of the actions.  When a round ends, a player has at least 20 points, and that player has more points than any other player, the game is over and that player wins and conquerors the word!

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Mechanics– This is not a complicated Euro, and that works for and against this game.  The simplicity of the mechanics works as a great introduction to the gaming hobby.  You will know the rules of the game in under five minutes.  The simplicity works against the mechanics as I didn’t feel as challenged as I could be if this game had multiple resources to track.  However, the multiple resources would have made this game that much harder to teach, learn and play.   Overall, it’s a good, simple Euro.  Think of this as an excellent sushi appetizer to the gaming industry-it tastes great, but you might want something a little more filling as you learn to love this acquired taste more. 4.5/5

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Theme– This game has some good theme, but something gets lost along the way.  The theme of inventing new items to conquer the world comes through.  And the fact that most items have some side effects also keep going with this theme as you’re battling it out with other mad scientists.  However, some of the theme get’s lost along the way.  I’m fine with most of the actions but some things don’t translate well.  The work actions seems like a misplaced opportunity in that vain.  All of my other actions are downright nefarious, but work feels like I clock in at Amazon to fill packages; even the work action looks like a shipping company.  Why not something like Extort with the action picture being a man/woman in profile with some sort of atomic raygun getting money from a generic civil leader.  It’s those little touches that cause this game to lose some of its theme.  You will still feel like a mad scientist inventing crazy machines, but maybe one who moonlights as a DHL driver.  4.25/5

Instructions– The rules a simple, sleek, and short-all great descriptors for a board game’s rules.  This game isn’t as hard as Twilight Imperium, but the rule book does explain the game in simple terms that gets the point across quickly and well.   5/5

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Execution– Here is where I think things need a bit of work.  Overall, everything is serviceable.  That said, there are some issues.  The cards for the game are printed on very thin cardstock.  It’s not bad, but it will tear easily.  The art in the game is awesome and has that retro-science feel to it.  The worst part of the game is the coins.  The coins are printed on sheets of several cardboard pieces pressed together, but the cardboard didn’t adhere to itself properly, so the cardboard is spongy and bows.  The coloring of the cardboard is a single sheet of sticker.  That’s not horrible, but the cutter for the cardboard didn’t cut the cardboard and stickers well, so when you punch out your money it will have all these random bits of extra sticker attacked like flaking paint.  USAopoly has acknowledged the problem, and future print runs will be better.  But, for right now my copy gets a C overall.  If you want to see the components, I’ve made an unboxing video where you can see all the components here http://youtu.be/Qdtz9YQDKHA  3.5/5

Summary-This is a good quick Euro.  It’s a great game with lots of replay.  I like the mechanics as I can teach random people how to play quickly, and they get autonomy in a short game.  Also, this game has some meat on its bones as it’s a Euro with some decent thinking power behind it.  You can’t go into this game hoping for Kanban or another four hour Euro though.  This is excellent at what it wants to be, and you have to know that going in.  I think the rules are great, but I’d like some minor, cosmetic changes to help the theme a bit.  The production quality is ok.  It will be better, but if you get a first print run, expect a few, minor problems.  But, if you’d like a good game that will have you thinking for 20 minutes with your friends, then this a great game of world domination to pick up!  86%

Ring Side Report-Board Game Review of Diamonds

Ring Side Report-Board Game Review of Diamonds

Product– Diamonds

Producer-Stronghold games

Price– $ 25 here http://www.amazon.com/dp/B00NFSBU9Y/ref=sr_ph_1?m=A7YAR2WDYOPTK&ie=UTF8&qid=1440129851&sr=sr-1&keywords=diamonds

Set-up/Play/Clean-up– 30-45 minutes (2-6players)

Type-Euro

Depth-Light

TL; DR-Best parts of several trick tacking games. 92.5%

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Basics-Time to throw Eucker, Hearts, and Spades into a blender!  Diamonds is a trick taking game that combines the best of all of the above.  Players are dealt 10 cards, and the dealer will decide to trade one to three cards.  All players then choose that many cards from their hand and pass them to their neighbor.  Next, the player to the left of the dealer will place one card down.  These cards have values between one to 15 and have the four suits found on any normal deck of cards: hearts, spades, diamonds, and clubs.  Each player then has to place a card of the leaders suit, if they have any, or play any other card, if they don’t have the same suit as this trick’s lead card.  Here is where the game becomes more than just a trick taking game.  Each suit has a power associated with it.  Diamond cards place a diamond behind a small screen called your vault.  Hearts place a diamond in front of the vault in your vault.  Spades take a diamond from the front and place it behind your vault.  Clubs steal a diamond from in front of another player’s vault and places it in front of yours.  Whoever played the highest card with the lead’s suit gets to take all the played cards and set them next to his or her screen and then take that suits action.  If you couldn’t play a card with the lead’s suit, you just take the action associated with your suit.  Playing off won’t get you cards for the round’s end, but it does get you whatever power the card you played has.  Whoever won that trick then becomes the next lead player for the next trick.  After 10 tricks each round, all players separate their cards into four piles based on the suits.  Whoever has the most number of each suit gets to take that suits power again.  If you didn’t get any tricks, and thus have no cards, you get two free diamonds placed right into your vault instead.  Play then continues with a new dealer.  After each player deals one or two times, depending on the player count, each player counts their diamonds with diamonds in your vault worth two points and those in front being worth one.  The player with the most points wins!

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Mechanics–  I’m from Michigan, so I knew this game from another game called Eucker.  Eucker is fun, but it lacks depth.  This game is amazingly deep for a trick taking card game.  Sometimes you do better by playing off than ever winning a single trick.  Sometimes, you need to win every trick.  That evolving strategy is amazing.  Also, the game isn’t hard to play.  I do love me some 8-hour, math fueled, Euros where I build cars, but you will learn this game in under 3 minutes, master it in 10, and have a chance of winning in 15.  Honestly, this is a well done game.  5/5

Theme-Theme is a hard concept in your average trick taking game.  What’s here is ok.  There really isn’t a story here.  But then again, I’m not really looking for one.  I’d like more, as I’ve seen some reskinned trick taking card games with more theme, but I didn’t expect too much going in.  The components are nice and do build a bit of a world, but don’t play this game if you need something like Dark Moon’s story.  3.5/5

Instructions-That paragraph above is all you need to play this game.  The rulebook is as short as it needs to be.  The game is an extremely simple to play game, so the rules don’t have to be too difficult or cover too much territory.  The extremely helpful thing included in this game is a cheat card for every player giving some quick iconography on how the different suit powers work.  Honestly, this is a slick, simple rulebook that will get you playing in about 5 minutes even if you’ve never played a trick taking game before. 5/5

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Execution-This game is a small game, but not a poorly put together one.  You can see all the components here: http://youtu.be/dugtHKid-Ko . The game is about a quarter the size and weight of most of my other games, but that doesn’t hurt its delivery.  The game comes with cardboard standee vaults, a deck of cards, and plastic diamonds.  What is here is well done and beautiful.  The art is distinctive, but not distracting.  The diamonds are nice plastic pieces that you want to collect.  It’s a power-packed box.  5/5

Summary-Diamonds is the game I bring with me when I hang out with my family in Michigan.  It’s got the simplicity of Hearts, but the depth I need in a great board game.  It has great components and instructions.  My only real complaint is the theme, and the only reason I ding this game on theme is I play too many RPGs, and I want theme in everything I play.  If a games story isn’t the most important thing to you, then this is an amazing, easy to play trick taking game that’s a great game to add to any collection.  92.5%

Ring Side Report-Board Game Review of Belfort: the Expansion Expansion

Product– Belfort: the Expansion Expansion

Producer– Tasty Minstrel games

Price– ~$20 here http://www.amazon.com/Belfort-The-Expansion-Board-Game/dp/1938146832/ref=sr_1_sc_1?ie=UTF8&qid=1414638034&sr=8-1-spell&keywords=belford+expantion

Set-up/Play/Clean-up-2.5~3 hours (2 to 5 players)

TL; DR– Some great things, some ok things 93%

 

Basics- Belfort was one of my favorite games (reviewed here https://throatpunchgames.com/2013/12/10/ring-side-report-board-game-review-of-belfort/).  I loved to play it, but I wanted some new options to spice up a classic.  The Expansion expansion enhances the game by adding new building expansions (hence the expansions expansion) that add on to your current building as well as providing assistants who help you throughout the game.  The building expansions provide new ways to get points at the end of the game while the assistants provide new powers like preventing other players from building in an area to avoiding paying taxes all together.  Other than these additions, the game is played exactly the same.

 

Mechanics– This is a (semi)mixed bag.  I love the addition of the assistants.  They provide new powers that really shake up the game.  The assistants change each turn with the players with the fewest points choosing first and working up the point scale to choose each assistant.  You might get stuck behind the eight ball on who gets what assistant if you run away with points, but the assistants help prevent the runaway point problem happening through some elegant game design.  That I really liked.  However the building additions are a bit more cumbersome.  I like the expansions in theory.  But, you have to have the base building, and most of the costs to build are a bit too cost prohibitive.  It makes a player do more calculations to decide if building an expansion is worth it, but I feel most of these costs are a bit too much to make them worthwhile.  Also, building expansions are collected when a player doesn’t use an assistant’s power.  However, if you’re playing smart you won’t have a turn where your assistant isn’t hard at work. 4/5

 

Theme- The addition of the small elements in this set really does hammer home some themes missing from the first one.  All the assistants do things that their fantasy races would do.  It makes a ton of sense and does draw you in a bit more.  The building expansions also all make sense like an inn getting a pool.  The costs to build some of these items are a bit off (sacrifice a token to build some buildings).  But overall, this expansion has a ton more theme than the original game. 4.5/5

 

Instructions– These instructions are short and to the point.  Also, each part of the expansion gets a write up to help you understand the finer points of how the building and assistants works and how to build and use them.  I love when instructions answer the difficult questions that will come up during game play.  There is some humor in this book, but it’s all in good fun as well. 5/5

 

Execution– This is small box, but not an empty one.  The box comes with several cards for the expansions, cards for the assistants, and wooden blocks for some of the assistant’s powers. In fact, this expansion fits into the original box.  I’m not complaining.  For the cost, you’d be hard pressed to pick up other expansions out there that are done as well!  5/5

 

Summary-Overall, I like this expansion.  The best thing this expansion does is enhance the theme of the original game.  The game does feel more fantasy now with the addition of the assistants.  Before, the theme was there but a bit too dry.  What I don’t like is the building additions.  I don’t think you get enough bang for your buck for building them.  Maybe if you play smarter than I did, you will see some combinations I didn’t.  I had fun, but the random nature of the buildings you can build means the starting buildings in your hand and their additions will dictate how you must play the game.  That’s not horrible, but it can be a bit of a pain.  Nothings in bad here, and if you want some added life and strategy in your Belfort, this is a great expansion. 93%