Showing posts with label Resource Management. Show all posts
Showing posts with label Resource Management. 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!

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.

Saturday, January 26, 2013

Kingdom of Solomon

Kingdom of Solomon
Designed by Philip duBarry
Produced by Minion Games

Kingdom of Solomon is a very fun game for 2-4 players and it takes about an hour to play. I have recorded a video review of the game that I will hopefully get up soon as well (after I figure out the best way to do that). I really liked this game a lot and from what I have heard of The Manhattan Project, Tahiti, and of the upcoming Hegemonic (currently on Kickstarter) combined with my love of Nile deLuxor - Minion Games is creating a real name for itself right up there with Rio Grande Games.  A big SHOUT OUT to Minion Games for making this review possible and for making such great entertainment.

The game is basically about worker placement, resource management, and strategic building. I like the theme, and as such it may become a Sunday usual around my place. The components are good, but I love the game play. It really has a great mash up of different gaming elements that remind me of a lot of other games I like:

Agricola - The fact that you take turns placing pawns out on the board and each space is limited to one pawn is very reminiscent of the farming favorite.

Settlers of Catan -You obtain resources (by pawn placement instead of dice rolling in this case - I like this difference between Catan and Solomon) and you use them to build roads and to build "cities."

Power Grid - The Market phase and the fact that you have limited resources reminded me a lot of the green wonder's energy game. Sell them high, buy them low. Make sure you have the resources you need.

Roll Through the Ages - The fact that you can build different things that give you a special ability or advantage along with victory points reminded me of the great dice rolling favorite, RTTA. The temple building also reminded me of checking off little boxes, but here we are placing little cubes to represent the temple being built. It can trigger the end of the game like finishing monuments in RTTA, and it is another way to obtain victory points.

What do you get when you combine all of these great elements? You get Kingdom of Solomon. I think that the game is very well done and I know that my wife and I really enjoyed it. I give the game 3 fingers up (or an equivalent 8 stars out of 10) rating.  I can't wait to try out another Minion Game, seems like they are all fantastic. Check out their newest game Hegemonic on their Kickstarter page and check out what games are in your local store or check out Minion Games' website. This is a link to be able to buy the upgrade kit which includes a really cool promo card. Stay tuned for the video review or at least an update with some pictures.

Buy a board game instead of a video game - and that is How Lou Sees It!