Showing posts with label Worker Placement. Show all posts
Showing posts with label Worker Placement. Show all posts

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, April 12, 2014

Lords of Waterdeep is Amazing!

Lords of Waterdeep 
Designed by Peter Lee and Rodney Thompson
Published by Wizards of the Coast
2 to 5 Players
60 Minutes
A fantasy themed worker placement game that includes city building, completing quests, and intrigue

Background / Introduction
Lords of Waterdeep is a fantastic worker placement game with high quality components and a great fantasy theme. You will notice the Dungeons and Dragons label on the box and in most cases this will either make you very excited about the game or turn you off to it immediately. I for one, have never played Dungeons and Dragons or any other tabletop RPG. I wanted to play this because of all the great things I kept hearing about it and I saw it played on TableTop. Well, all the good things I heard are true and I love this game.


Components / Rule Book
This game has a very high quality production value. The first thing you will probably notice is the nice box that the game comes in. The box has a nice finish to it and seems like it will be very durable. It also has a very unique way that the lid and box fit together creating a nice visual effect. Once the box is open, you will notice the amazing plastic insert that will help organize the game components. This insert is probably the best one that I have encountered. Everything has its place and it all fits perfectly. The insert also is designed such that you can very easily retrieve the components from the box without having to tip the thing upside down. Hands down the best use of an insert.


Another nice touch to keep the game feeling unique, is the shape and design of the gold used in the game. There are two different types of gold tokens, one is square and the other is a half-moon shape each with a little hole in the middle. I really like this little detail that adds to the theme and just gives another component that stands out above just using a normal round looking coin. The gold tokens are very high quality cardboard type pieces, but they have a nice finish to them and will keep well. Of course, I would have loved actual metal coins, using the cardboard I'm sure keeps the price point down.


The game includes a board and building tiles which are also made of some nice cardboard. I am impressed with the building tile pieces from Lords of Waterdeep, because similar tiles in other games seem more prone to warping or just feel flimsy. These tiles are anything but.  The game includes wooden meeples and scoring tokens that are well painted and look nice. The cards used in the game are nice quality and shuffle well.


The only thing that I wish was better is the player mats. The mats in my opinion are not a real huge need, but they are nice to have to keep things organized and to keep track of players' factions. These mats divide your completed quests from uncompleted ones and provides a storage area for Adventure Cubes and resources. I really wish these mats were made out of the same material as the building tiles - that would be awesome, but alas, they are not. The mats seem to be printed on a cardstock type material and they are flimsy. They could easily become bent or ruined. Again, I know that it was probably a price point thing and the mats are not necessarily small like the building tiles - but that is really the only part about the components that I found lacking.


The instruction booklet is also great quality in material and content. A durable rule book with lots of illustrations and well understood rules. The rule book also provides a diagram on how to use the insert - pretty sweet! I think the quality of components and rule book are top notch.


Gameplay
Players are trying to obtain the most victory points by completing quests, building buildings, playing intrigue cards, and by trying to get bonus points from meeting a special goal for your specific Lord. Setup is pretty quick and consists of shuffling some cards and gathering adventurer cubes and other components. Each player gets a Lord of Waterdeep card that will provide bonus points for completing specific types of quests or building buildings. Players will also start with some intrigue cards and some quests.



Players will place an agent (one of their meeples) on one of the open action spaces which will allow them to gain adventurers, gold, build a building, gain or play an intrigue card, and take on more quests. Building buildings will add more action spaces to the board and the owner of the building bets a benefit whenever some other player uses that building. Intrigue cards allow you to snare up your opponent with such things as mandatory quests that are required to be completed before completing any other quests. The game really is simple and easy to teach/learn, but the game offers a lot of strategy. The game is a great length as well lasting about an hour (the game is played in 8 rounds and the game is adjusted for the different amount of players by adjusting how many agents a player will start with).



Closing Thoughts
I really have enjoyed Lords of Waterdeep. I am just amazed at the nice quality components and the attention to detail for each right down to the wonderful box insert to keep everything organized. I like the little things that make the game have a unique feel like how the box closes or the shape of the gold coins. The artwork is great and all the gameplay with components create a really great theme that is enjoyable and yet isn't overwhelming to those who may not care for fantasy. Those who don't enjoy fantasy at all can still really enjoy this game! It isn't too heavy, so more casual gamers can still enjoy it. The game length is perfect at around 60 minutes. There is variation in the different quest cards, intrigue cards, and building cards used in each game along with the different Lord cards with special bonus point goals. I like the building concept where if you build a building and another player uses that space, you get rewarded. The simplicity of the game combined with the shear fun of completing quests and great strategy depth should make this game shoot to the top of your want list. And with a great player range of 2 to 5 players, this game seems to have it all. It plays really well with 2 players, a lot better than I originally thought it would. I think that there is a lot of replayability and there is also currently one expansion (that apparently is like two in one) available to add even more fun. I hope that I can try it soon as well, for Lords of Waterdeep is amazing and that is How Lou Sees It!



A big SHOUT OUT to Wizards of the Coast for making this review possible.

Sunday, January 5, 2014

Hop on the Magic School Bus!

Featured Kickstarter Interview


Argent: The Consortium
Game Designed by Trey Chambers
Published by Level 99 Games
Interview with D. Brad Talton Jr. (Founder and President of Level 99 Games)


Argent: The Consortium, one of my current Featured Kickstarters, has less than 14 hours left and I had the great opportunity to ask Brad, the founder and president of the game's publisher a few questions.


I for one am very excited about this game. Thanks Brad for taking the time to answer just a few questions. The project is doing so well and it has almost reached its final posted stretch goal. Congratulations! Let's start into the questions.



Q - I am very excited about the theme of this game. As I first read about the theme of Argent I personally thought about my growing up years reading Harry Potter and most recently The Rithmatist by Brandon Sanderson. What was the inspiration for the theme and did the theme come before, during, or after the actual game design?
Argent was actually where the World of Indines--the world of BattleCON, Pixel Tactics, and Disc Duelers--actually began. When I played Trey's (the designer of Argent) game at BGG.CON 2012, I knew that the game was a perfect match for the theme :)



Q - What one word would best describe Argent?
Vivid. The game really leaps to life, despite the stereotype of Euro mechanics. Everything you do feels like part of a vast conspiracy.

Q - If you were one of the professors or students at the school, what department would you be in?
My trade skill is computer science, so I'd probably be in the Department of Planar Studies.

Q - The game comes with so many goodies and I love that you already have an expansion ready too. How much will this thing end up weighing?
We're looking at 6 pounds, probably 7 with the Kickstarter bonus content we're planning (Summer Break).


Q - This game is chalked full of really interesting game mechanics and components.  Name and discuss 3 of your favorite components or game mechanics that set Argent apart from other games.
For me, I'd say:

1 - Secret Voters are the biggest one. Not knowing the victory conditions unless you do your homework, and not having VP as a pure gauge of progress is really refreshing.

2 - Spells are pretty huge. Having a tool belt of different powers and capabilities that will change in each game means that you have to adapt new strategies by what you have at your disposal.

3 - Variable Time Rounds really add pressure. In Worker placement games with removal, you usually play Chicken to see who will take the high-value spot first and get zapped. However, in Argent, the Bell Tower mechanic makes rounds end early, and means that you often have to seize opportunity while you can, or you won't get anything.

Q - Replay ability is a big factor for me and your Pixel Tactics games did such a great job providing huge playing variation that keeps each game fresh and always offering something new each time it's played. Does Argent have that same level of replay ability or more in your opinion?
I'd say Argent has more total variations, though two matches of Pixel Tactics probably feel more different than two games of Argent. With large games, you have to make sure the baseline is solid across multiple plays, so that skill and strategy have room to develop. But no two games will ever be quite alike!

Q - Artwork. Wow. I guess that really isn't a question. :)
There's an artbook/lorebook too! :D

Q - I really can't wait to see and play the final product, I think it is going to be epic. I really am in awe of this game and I can't stop thinking about it. It is doing so many things right. Any suggestions on what to do to pass the time between now and June?
Play BattleCON: Devastation! It'll be at your FLGS by the end of January!

I know many are excited for Argent to come out this year and can hardly wait, but playing Pixel Tactics or BattleCON as we wait doesn't sound half bad!  I hope to be able to provide you all with a review of Battle CON: Devastation! soon and I should be able to provide you all with a review of the final game come summer time when the final game is released. If you are interested in backing Argent on Kickstarter, you may only have minutes left! If you miss it, I'm sure you will be able to get a copy eventually, but why miss out on the great Kickstarter rewards and that is How Lou Sees It.



Sunday, November 3, 2013

Worker Placement Preview

Designed by Mark MacKinnon
Published by Dyskami
2 to 5 Players (Planned Future Expansion up to 8 Players, Possible 1 Player Variant)

Background  / Introduction
Well, there should be no real question concerning what type of game this is; it is a worker placement game of course! So, if you expected a deductive reasoning game, just reread the title - Worker Placement. Worker placement games are very popular these days but some of them are a little 'heavy' and can take a long time to play. Worker Placement is a 'light' game that offers variable game length and plenty of flexibility in strategy.

Themed well for this time of economic uncertainty, players are running competing temp agencies as they try and improve workers and get them well needed jobs. Doing this, players get better reputation and more importantly, (*in my best Kevin O, Leary voice) "MONEY."

This is a review of the current prototype game which will start its Kickstarter project this week!  So, this review will not review the quality of the components as the pieces used don't reflect the final production quality etc. I will give you a look at how the plays and my thoughts. If you are interested, check it out on Kickstarter.


Rule Book / Learning Time / Components
The all important instruction book. You can't really play a game if you don't understand the rules.  Worker Placement does a great job explaining the theme of the game, the setup, and it provides detailed explanations on how the game plays with nice illustrations. Subtle things (like the rule book being a clipboard of paper and as you go to the next page in the book, you can see that a "page" has been ripped off from the clipboard) make the instructions more theme oriented and easier to understand. These sort of details also reassure me that a lot of thought and fine tuning has already happened to get the game to where it is today. The rule book is just part of the pie, but it shows me that this game is ready for Kickstarter and ready for print.

You can learn or teach this game very quickly. Since I would consider this game to be a "Casual Game," you can have a group of new players easily playing the game in less than 10 minutes. Also, with the simple game play, I did not find myself going back to refer to the rule book (besides re-reading the portion about the Auction phase one more time for clarification during my first play, the rest of the rules stuck and were very clear) although, the back page turn summary is very helpful for the first or second run through to keep track of the order of play.


The game includes an instruction book, game board, 109 game cards, 60 wooden skill cubes, 25 wooden player token sets (including 3 meeples, 1 cash token, and 1 thumbs up token), and 1 hourglass token to keep track of game rounds. 

Setup
Quick setup time. Shuffle a few decks of cards, sort out some skill cubes, and you are pretty much ready to go save the world one job at a time. Again, the game is so simple, and with that comes very little setup time. The card decks are shuffled and each player is dealt 4 business cards (these cards are made up of skill cards, management cards, and workers). Players each start with 2 money and 2 thumbs up, the time marker starts on first round mark.

Players should decide on what length of game they want to play (although I guess you could technically end a game earlier or play longer as long as all players agree - you wouldn't want someone thinking you are manipulating the end game to your advantage). Worker Placement allows you to play a short game of 5 rounds, a normal game of 8 rounds, or a long game of 12 rounds. I really like that they included this feature, because it allows for different depth and you can tailor the game to certain age groups or time interest.

Gameplay
The goal of the game is to have the most money at the end of the game. The game ends at the end of either 5, 8, or 12 rounds of play depending on what was decided by the players. Players gain money by fulfilling job postings with adequately trained workers for that position, playing management cards, and by working at the call center. The majority of your money will most likely come from fulfilling jobs. To do this, players will need 1 worker card in their hand and they will need to be able to meet the skills listed on the job card. Only one worker can be assigned to a position, but players will use skill cards or cubes acquired during the game to meet job requirements. Jobs will give different amounts of money and perhaps even a "Thumbs Up" reputation boost.

Besides the money acquired and used in the game, players have a certain reputation which is kept track using the thumbs up scoring track. Benefits of having more thumbs up than the other players include: higher likelihood of being first player, using these to gain money via the call center, and in the result that there is a tie on the money track, the player with the best reputation wins. So, just how does one go about gaining skill, management cards, and reputation? Let's take a look.
  1. Determine Player Order - One does not become first by reputation alone...there is a bit of luck involved too. Player Order cards are shuffled and dealt to each player, then flipped over. The player with the highest number (Player Order card + thumbs up score) places his/her meeple on the 1st player spot, the second  highest on the 2nd player spot, etc. Any tie will go to the more reputable player (via the higher thumbs up score). This is a nice way to deal with having people close together on the reputation track (the random cards). Now, if a player get's a big lead in this area, players may not feel that the thumbs up score is really all that important. In one two player game I played, my wife was  just so far ahead on the track that I actually just started using what thumbs up I had to get some money from the call center. This player order concept seems to work just fine, but there may also be times where the random cards don't really matter at all (more likely this would be of use with more players).
  2. Reveal New Jobs - At this point, you deal out 1 job card out to the top of the board (minimum of 4
    jobs always) and you also place one card on top of the draw pile so you can see what is coming up next. The first round you will be drawing the starting cards and all subsequent rounds you will be filling up the gaps left as people fulfill jobs. The comical descriptions of the jobs are actually the best and most enjoyable aspect of the game's theme. With Clerical Cleric or Dog Food Tester, these cards really provide a fun element to the game. Each of the jobs require a certain number of skill to be fulfilled and they range in rewards giving a certain amount of money and perhaps a thumbs up score too. I would like to see the placement areas of these cards made part of the board in the final version (just as the auction cards have a place).
  3. Draft Business Cards - Each player is then dealt three business cards (again, this includes worker cards, skill cards, and management cards) and decides which card to keep, which to give to his player
    at their left, and what remaining card will go to the Peer Networking Group for auction. This is probably my favorite game mechanic of the game. There may be times where you want to keep all of your cards (they are all really good), but you still have to chose which one you will "gift" away to another player. Then, you can chose to place a card in the Peer Networking hoping that it will come up for auction and you can get it there. You may not like any, and your choice just became easier for that turn.
  4. Auction Discarded Business Cards - This was a little confusing at first, but it made sense after actually
    playing through it once and it seems to work pretty well. You shuffle the face down discarded cards and select 3 randomly (2 player games, you add a random card to the two). Even if you are playing with 3 players or less, you will want to shuffle the cards to keep the identity of the discarded cards safe (knowing what your opponent discarded may give away some of their strategy to early). Players take turns bidding or passing by placing meeples on the auction track. Once all players have passed, the player with the meeple on the highest number selects a card first and pays the amount bid. This continues until all three cards are gone (players still remaining get no card and don't have to pay either).
  5. Place Workers - The true meat of the game is played here. Players take turns as designated by the turn order for that round placing meeples at different locations in order to gain skill, thumbs up, money, playing management cards, changing cards, gaining money, changing skills, and fulfilling jobs.
    Players may need to pay money if placing a worker on location that already has meeples on it. Job fulfillment however does not require payment. Here players must choose what is important to them? Will they fulfill a job they can meet right now? Will they save and hope to fulfill the bigger job next round? Do you sacrifice reputation (thumbs up) at the Call Center for some easy cash? Or do you pay an extra money (since someone already played there) to play a management card that allows you to steal money from the other players (or twice as much money from only one player). You will have lots of different options and multiple good options. Time to chose. You can gain skill cubes or maybe you want to have your luck at the casino by changing in your cards for random ones. The game does well again with matching the theme here and many paths to victory are presented.
  6. Reset - Players reclaim their meeples and they discard down to 5 business cards. Players then will move the time tracking token (if that wasn't the last round already).
I won't go into all the different actions you can take, but let me just talk a little more about the fulfillment of jobs as that is a big part of the game. Jobs can be fulfilled by 1 worker and a combination of skill and/or skill cubes matching what is on the job card. You will want to acquire skill cubes as these are a "sure thing" while the business cards are more random. The Life Coach space seems pretty powerful to me as you are able to switch 1 skill cube for 2 skill cubes of your choice (too powerful?).

Kickstarter
I believe that this will be a great Kickstarter project. The worker cards for the prototype did not all have names or descriptions yet and I believe this would be a great opportunity to provide backers with the privilege of naming a worker and/or providing a funny description. There will be great opportunity for stretch rewards to make the game components the best quality possible, and maybe even add more job/character cards.


Final Thoughts
Worker Placement does a great job. The theme and game mechanics work well and the jobs and job descriptions will make you smile or laugh out loud. The game is easy to learn and is a good game to introduce to people who may not have played a worker placement game before. Players are not blocked from placing workers, but may need to pay an additional fee. I like that players have many options to choose from and there really isn't a time where a player is just "stuck." There is always something that a player can be doing to get a little closer to victory.

I think that the game has been well thought out and it can be a fun, entertaining game, for a nice range of ages and game interest. Being able to adjust the game length also helps a great deal with pleasing a wide range of players. I give Worker Placement 3 Fingers Up, or 8 out of 10 Stars. The Kickstarter project itself sounds like it will be successful and if you are looking for a light worker placement game with a well used theme, check out Worker Placement today - and that is How Lou Sees It!

(A big SHOUT OUT to Dyskami for providing this review prototype copy and making this review possible.)


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!