Showing posts with label Preview. Show all posts
Showing posts with label Preview. Show all posts

Thursday, September 4, 2014

Burger Builder Preview


Designed by Andrea Tsang
Published by X-Axis Production
2 to 4 Players
45 Minutes
Hand/Resource Management, Trading
Preview

(5/10 Stars)

Burger Builder is a little hand resource management game where you collect ingredients and build burgers. I really like the artwork on the cards and the general mechanics of the game are good. The game is light and very easy to learn/teach. I struggled with the length of the game - seemed a little long for the light game that it is. It has potential, but it didn't really fully resonate with me and that is How Lou Sees It. (See the video review and some pictures below.)


Game setup and ready to go.

Rule book - classy.

5 of the 7 ingredients available (not shown close-up the fish fillet and burger patty)

Orders to fulfill, apparently people like mushrooms...

Not a huge fan of mushrooms, but the artwork on the card looks fantastic!

Monday, September 1, 2014

Warband: Against the Darkness (Preview)

(8/10 Stars)

Designed by Micah Fuller
Published by Dyskami
2 to 5 Players
60 Minutes
Action Point System, Area Control, Set Collecting, War
Featured Kickstarter


Warband provides variety, balance, and many different ways to victory. This is a preview with prototype components that was provided to me from Dyskami. This game is currently on Kickstarter as of today (9/1/14) there are 13 days days remaining. Players pick 1 of 10 different races each with a special ability that help provide different strategies and help with replayability. Players choose how to advance or improve their race according to the 4 different actions available to the players. Tax, train, scout, and fight your way to victory. Great artwork (I wish there was more). Small cards (not my favorite). Seems well balanced and provides lots to think about without being too heavy to bog you down. Check it out and that is How Lou Sees It! (See video review below with some pictures after that - enjoy!)



2 Player Setup

2 Player Setup Close Up on Realm Board

Starting Player Board (Elves)

Game In Progress 

Rulebook

Monday, August 18, 2014

GEM (Preview)

(7/10 Stars)

GEM
Designed by Chris Handy
Published by Perplext
2 to 4 Players
15 Minutes
Bidding, Card/Resource Management
Featured Kickstarter


GEM is just one of the microgames in the Game O Pack series published by Perplext and designed by Chris Handy. All the games in the series are amazingly created to be the size of a pack of gum and this "gem" really packs a strategic punch! I am really impressed with the small size and yet the utility of the cards. The artwork is simple and works well with the simple game play. The game is a bidding game where players bid for gems. Players then reinvest in their own gems to gain more bidding power, but the game is all about balance. Only gems that have been invested in will score you points at the end of the game. You can find a great instructional video produced by Perplext teaching the rules underneath my review video. You can check out the Kickstarter page for more information on GEM and the other games in the series. Such a great little strategic game and that is How Lou Sees It.


How Lou Sees It: GEM Preview


Instructional Video

Sunday, July 6, 2014

Harbour Preview


Harbour (Prototype Version)
Designed by Scott Almes
Published by Tasty Minstrel Games
2 to 4 Players (I recommend with 2)
45 minutes to 60 minutes
Worker Placement and Resource Management


I received a prototype version of Harbour from TMG and these are my thoughts. Harbour is also one of my current Featured Kickstarters.

Because everything was in prototype form I don't really have much to say here regarding component quality as these pieces are not the final product. I will say though that the completed artwork is great and the updated pictures and concepts presented on the Kickstarter look good. The icons are understandable and the game layout is easy to grasp.

This is meant to be a lighter micro type game, that really is a step up from that. I really enjoy worker placement games and this one is good. You only have one worker however and no means of gaining more. This keeps the game very simple compared to many other worker placement games; for better or worse. This is a very accessible game to younger kids or people new to games.

Rules are mostly strait forward, although I had to check the bgg forums to answer some questions - I believe that they have or will fix those issues for the final product. Mechanics are you move to a new building and perform that action. A good variety of buildings with a solid market system is what makes this game. Each player also has a different character card that gives them a starting building and a unique ability.

Unique abilities seem to be something that people desire more and more. It helps add variety to game play and helps keep strategies perhaps different from one player to another and provides that replayability factor many require. How well balanced are these abilities? Not sure. They at least don't seem too unreasonable.

The market mechanic does a pretty good job simulating market pricing and demand with recently sold items dropping in value. It is a good mechanic. I want to play around with possible variations such as starting all the resources at each cost but whenever something is used, it drops to zero and climbs by one or a player chooses one resource to increase by one (or something like that).

I will say that it seems to work better with 2 or 3 because as you add more players the greater the market fluctuates and then the strategy of playing or planning according to the market becomes much harder and it feels more like a luck of the draw what resources are worth more.

Resources are kept on a track that only allows you to have a certain number of each resource. This mechanic, reminding me of Roll Through the Ages, works well in this setting and the game really drives you to diversify while also playing to your strength. A lot of the buildings have not only acquire type actions bit trading certain resources for others.

In fact, I think the trading of resources throughout the game using these different buildings is the true cornerstone to the game. Many say it is the market, which is good, but I like the different trading options and how that all interacts with the market and maximum storage etc. It all works really well. A fun game that I actually see enjoying more myself with only 2 or 3. Good game and that is How Lou Sees It.

Wednesday, April 23, 2014

Yardmaster Preview

Yardmaster
Designed by Steven Aramini
Published by Crash Games
2 to 4 players
20 minutes
Set collecting, trading, and train building
Prototype version reviewed, on Kickstarter soon

Background/Introduction
I won a copy of a prototype version of Yardmaster from a contest on Board Game Geek. I was very excited to get my copy. Yardmaster recently won the ION award from the 2014 Salt Lake Gaming Convention. This award is given to......blah blah blah.

There are a lot of train themed games out there, but I have yet to play one myself that doesn't involve train routes - until I played Yardmaster. Yardmaster seems to be unique in this regard as the goal is to be the first to build or link up your train before your opponents. You are building a train by purchasing railcars using sets of cargo cards. Players score a set amount of points for the different railcars added to their train. First player to the designated amount of points wins.


Components and Rule Book
As this is a prototype I won't be saying much considering that what I played with was only a prototype. That being said, the quality of the prototype cards were very nice and I would be happy with that quality for the final version.

I would also like to say that even though high quality cardboard tokens could work for the exchange rate tokens, I would love to see these produced as high quality poker chips. Or at least an option for such as a stretch goal.

The rules presented in the prototype were straight forward and we'll explained. Simple game play is not over complicated by rules. Seem good enough. I would like to see some other variants possibly (again, maybe via stretch goals). I share some variant ideas a bit later.


The artwork is really cool. It is a good overall analogy to how I feel about the game. Clean, crisp, simple, and enjoyable. Like the rule book, the artwork does a lot by not over complicating things. Words are provided with symbols or depictions of railcars along with an old school feeling color theme that just seems to fit the game so well.


Game Play and Thoughts
Setup is easy. Shuffle the railcar and cargo card decks, put three railcar cards face up and deal out three cargo cards to each player. It may be very small, but I like the fact that it is easy to remember the number of cards as it is three and three and this doesn't change with amount of players. Each player also starts with one of the four exchange rate tokens given out at random.


Game play consists of performing two actions on your turn. You may perform each available action multiple times if you wish although you can only purchase one railcar each turn. Basically there is three different actions you can perform.

Gain a new cargo card
You may gain a cargo card by drawing blindly from the top of the facedown cargo deck, or you may take the top cargo card from the cargo discard pile (you can't perform the later if the top card is a bonus card).


Gain a new railcar
You may purchase one of the three face up railcars from the center by paying the number of cargo cards matching the color and number shown on that railcar. The color represents the type of cargo/railcar and the number on the car is both the cost and point value.

Trade exchange rate token
Each player begins the game with and can utilize at any time the 2:1 exchange as shown on their current token (i.e. If you have the coal exchange rate token, two coal can be any other cargo). As one of your actions you may exchange your token with any other player or with any tokens left in the bank.

The Yardmaster token allows the player to take an additional action (three instead of the normal two). This token is passed to the right after that players turn and play continues to the left. The first player to the goal point value is the winner.


Building your train
When purchasing a railcar from the center, this must be added to your train if possible. The first card behind the engine can be anything, but then cards to be added after must match the color or number of the last car. If a purchased railcar can't be added, it gets stored in a player's sorting yard. Then, later in the game, cars will be added to the train if able, not costing any actions to do so.

Thoughts
Yardmaster is a great light set collecting game. Very easy to learn, Yardmaster still offers some nice strategy while keeping it simple. I really think that the artwork is great and refreshing. The game play is interesting, because players need to balance nabbing a train each turn and waiting to try and get a larger point value train (while risking the possibility that an opponent would nab that same train). Switching an exchange token with an opponent could mess with your opponent's strategy and perhaps keep a railcar still around while you try and get the last cargo that you need. The game is a light card game though, and at times the options seem very limited. I guess that is where some of the other strategy and risk taking comes into play. You will most likely be taking many cargo cards blindly, so that adds a luck element to the game (and yet you have the option of taking a known card - but that is just it - it is only one face up cargo card to choose from or you take one blindly. Interesting.


The train building and sorting yard is also an intriguing thing. You can purchase some higher priced railcars even if they can't be added to your train right now, but you risk not being able to add them at all. Placing lower valued cars is a safer bet that you will be able to continue to add more and more cars, but then again is taking 4 actions to purchase 4 different 1 value cars better than taking 1 action to purchase a 4 valued car? You won't be able to add on your train as easily, but you still have the same color you can add and get the value lower again to match other cars. But I ramble. The truth is, the game has some strategy, the game is simple, and it has a large luck component as well. Is it all balanced? I'm not sure yet, but I can say that it is a fun game that you can start playing within a couple of minutes and provides a nice casual game play that can be enjoyed by a wide range of people and that is How Lou Sees It.

A big SHOUT OUT to Crash Games for the prototype version sent to me free of charge and for the opportunity to review Yardmaster. If you are interested in learning more, I will post a link to the Kickstarter here when available. Video review also provided below. Enjoy!

Variant Ideas
-Sorting yard rail cars must be played/added to your train in order of purchase.
-Play with the exchange tokens face down. Reveal it when you use it. As an action you can take all the tokens and shuffle them face down and pass out again.
-Play either without the exchange tokens, or play with fixed tokens (can't trade them).

(Work in progress, I may add more ideas for variants, or house rules here in the future.)