Showing posts with label video. Show all posts
Showing posts with label video. Show all posts

Saturday, November 1, 2014

Argent: The Consortium Unboxing


Designed by Trey Chambers
Published by Level 99 Games
Around 30 Minutes per Player
2 to 5 Players

(Commentary/Unboxing)

I open up Argent and show you what is inside the box! Very excited to play this one. Look for a review after I get a chance to play it here on my blog, YouTube channel, and on Board Game Geek, You can check out my interview with founder and president of Level 99 Games, D. Brad Talton Jr., that I posted during the Kickstarter campaign by checking out the interview tab or clicking here.


Hopefully I can get back to posting reviews as I am very behind! Lots of games to review and little time to do it in. I guess we all have our struggles. :) Sickness has run rampant in my household for the last 3 months and life gets busy. Try and always make time for gaming and that is How Lou Sees It! 

Tuesday, July 16, 2013

Cinque Terre

Cinque Terre: The Five Villages
Designed by Chris Handy

Introduction
Multiple games are named after famous or significant places throughout the world. One of my favorite games is actually designed and named after a famous fortified French town, Carcassonne. Other really fun games named after famous locals include but are not limited to: Puerto Rico, San Juan, Hawaii, Pantheon, Jamaica, Alhambra, and Jaipur. Cinque Terre for those who don't know is a rugged portion of coast along the Italian Riviera. "The Five Lands" consists of 5 cities which are close in proximity one to another. If you check out the pictures online, it definitely looks like a nice place to visit. I have visited Italy once seeing Rome, Florence, and Venice. I definitely would like to visit Cinque Terre if there is another trip to Italy. Also, I would like to mention that it is kind of crazy that while reading Dan Brown's newest book Inferno that is based on Dante's The Divine Comedy and which takes place in Italy - I have reviewed both Little Devils and Cinque Terre.

Overview
The goal of this game is to harvest produce to sell in the varying markets completing as many orders as possible. The game is for 2 to 5 players and takes approximately  an hour to play. The game's concepts are easy to understand and I would think that children 8+ could play it fairly well (manufacturer recommendation is 13+). When thinking about the complexity of the game, I would compare it to Ticket to Ride. The competitiveness of the game however may relate better to Thurn and Taxis. You can't physically block paths like in Ticket to Ride, but you can claim available points before someone else. I and the wife really enjoyed this game. Let's take a look at what's in the box...

Components/Instructions/Packaging
 As usual, Rio Grand Games has done a great job with the quality of the components (boards, cards, cubes, etc.). The game includes 128 wooden produce cubes, 80 produce cards, 16 starting produce order cards, 80 regular produce order cards, 16 dice (2 in each color), 1 large game board, 5 personal player game boards with matching scoring marker and produce carts, 5 MPV cardboard tokens, 1 cloth bag, and 1 instruction booklet. I do wish that there was a built in location to store the cards (I store them in the provided cloth bag, or you can use rubber bands to keep them contained within the box). I really like the personal player boards with references to available actions. The wooden cars or carts are a nice player piece, although I have really liked the idea that others have done by using matchbox type trucks as the players pieces so that they can physically carry the produce cubes around in their trucks (in the game, you store these cubes usually on your player board where there is a depiction of your produce cart). Very cool idea! The instructions are very clear with great illustrations and examples.

Set Up
Setting up the game does not take long and consists of shuffling card decks, placing produce cubes, and rolling and placing a few dice. If you have extra sandwich bags or game bags, I would suggest keeping the 8 different colored produce cubes in their own individual bag. This will help speed up the minimal set up time to
begin with. The cloth bag is provided purely for randomizing the produce cube placement and die placement. The bag will not be needed throughout the rest of the game. To help randomize the placement of the 8 different produce cube fields, place one cube of each color in the bag and draw them out placing them in the next field. You then can place the rest of the corresponding cubes in that field (see instructions for amount of cubes - varies with different amount of players). You do something similar with the die. Place one of each colored die in the bag, draw one out and roll it. Place that die in the top city on the left and continue until full (4 die). Then the next 4 go in the bottom city. Then you place the remaining 8 die in the bag and fill in the 3 other villages with die. The numbers represent how much each produce will be worth or sold in that village (if a die is not present for that village, people will be able to sell any produce still for 1 lire/point. Each player is also dealt a starting produce order card and 4 produce cards. The regular produce order cards are shuffled and a number of cards equal to the amount of players are dealt face up next to this deck. Players then place their cart on one of the 3 different harvesting locations.


Gameplay
The game is played by choosing to perform 3 actions each time it's your turn. You have 4 different options and these actions are listed on each players individual boards. You can perform these actions in any order and can perform each of the different options as many times as you like. The 4 different action options are:
  1. Move up to 4 spaces: The player can move his cart up to 4 spaces clockwise around the board. Remember that if you move your cart just 1 space, that will count as one of your actions just the same as if you choose to move 4 spaces. You may, as stated above, perform each of these actions more than once per turn. So, you could move 7 spaces, but that would be 2 of your 3 actions. You could also move 1, perform a different action, and move again.
  2. Draw 1 produce card: You may draw/take 1 produce card from the board and add it to your hand. Each produce card you take counts as an action. When you take a face up card, you immediately fill the empty space from the top of the draw deck. You may choose to draw blindly off the top of the produce deck for your action. There is no limit to the amount of produce cards in your hand. We created a house rule that when all 4 of the face up cards are of the same type, you discard all of them and flip over 4 new cards. This seems to have worked well.
  3. Harvest produce: The player may harvest up to 4 produce cubes if at one of the three locations to harvest. The player may only harvest the produce cubes available at that location and remember that you can't have more than 4 produce cubes in your cart. To harvest a cube, there must be a cube for you to harvest and you need either 1 matching produce card, or 2 cards of the same type can be used for any produce cube.
  4. Sell produce at a village market: The player may sell up to 4 produce at any one village for one action. They must have an available space on their player board for that city for all produce to be sold (this isn't made really clear in the rules, but after assuming and confirming that assumption - each player can only sell 8 produce to each city). You receive lire (or in other words, points) equal to what is shown on that produce's colored die. You can sell any type of produce in any village. If you are selling a particular produce not represented in that city by a die, you get one point.
How to Score
Besides gaining points for selling produce in the villages, the other key way to obtain points is from the
produce order cards (starting and from the table). Produce order cards are available from the table (# of them face up equal to the # of players). Players may score one order card at the end of their turn if they have all the produce sold in each city as described on the card. The player then places that card in front of them and scores those points. Now that player secretly draws the top card of the order deck. Then that player may choose whether or not they would like to keep that card secretly in their secret deck of order cards (with their starting card). Any cards kept this way remain secret until the end of the game scoring positive points if complete, and negative points if not completed. If they choose not to keep the card, it goes down onto the table face up to fill in the empty space. They player then gets one final choice -
draw another order card from the top of the deck or pass. If they choose to draw, they must keep this second card.

The final way to obtain points comes from being popular. The Most Popular Vendor (MPV) tokens are obtained when a player fills in the 8 slots for a city before anyone else. The player scores these points immediately and places the token in front of them with any other MPVs or publicly scored order cards.


Game End
The end of the game is triggered when a player gets a total of 5 point cards/MPV tokens which are laid out in front of them. Any completed order cards in a player's hand are scored at the end of the game, but do not count toward the 5 needed to trigger the end of the game. All players then get one final turn, including the player who triggered the ending.


Closing Remarks
This is a great game! I am giving it 4 fingers up (or 9 out of 10 stars). Cinque Terre is one of those games that provides a nice light (not too competitive) experience. A good "gateway" euro-style game that is easy to learn. I think people who enjoy such games as Ticket to Ride, Thurn and Taxis, and Jambo will enjoy this game. The game has some nice variation built into the set up to make each game a little different. Setting up the game doesn't take long at all and explaining it to new people doesn't either. Some people may not like that the game doesn't have more player interaction with each other (i.e. no trading aspect, markers don't interact or restrict people from spaces, etc.), but everything works well as designed and not having a lot of player interaction keeps the competitive nature more similar to Thurn and Taxis. Some of the hard-core gamer types might find the game a little too simplified, or may find that it doesn't provide enough strategy for them. I would say that this is a great family game where even kids who are 7 or  8 could get a grasp on the game pretty easily. I would recommend this game to everyone and that is How Lou Sees It!

A big SHOUT OUT to Rio Grande Games for making this review possible and for continuing to make great games!

Sunday, June 2, 2013

Voluspa Vampire Empire Contest

I make a 20 second-ish video in hopes of winning a new game. Either Voluspa or Vampire Empire. Both games from Stronghold Games look really fun. Wish me luck!


Monday, May 27, 2013

Pinata Offers a Plethora of Fun!

Pinata
Designed by Stephen Glenn





So, whenever I think about Pinatas, I of course think about colorful paper mache or cardboard animals full of candy and the famous scene from The Three Amigos, but now I will also think about the muy bueno game for 2 from Rio Grande Games.



As most of you who follow my blog know, I really like games that you can play with 2 players. If you are like me, there are a lot of times where you don't really want to invite a big group over, but you just want to play a nice game with your best friend. There are many games that scale well to 2 players, but there is just something about games that are purely made for it. Jaipur is one of my all time favorite 2 player dedicated games, but I'm so glad that Pinata provides just as much fun.

If you check out what is being said on boardgamegeek.com you will notice discussion between people regarding a different game called Balloon Cup by the same designer. I personally haven't played Balloon cup before, but the games are basically one in the same (in concept, with many slight differences between them including theme). From my understanding, it sounds like this re-implementation of the game is actually themed the way the designer originally had in mind; which takes me to my first point - the theme.

This game fits like a sombrero on a hot desert day. Perfect in my opinion. What is it about pinatas that make us so excited? Yes, being able to whack something really hard is definitely a big reason to like them, but it is usually the anticipation of the pinata breaking open, the pride in actually bursting it, and the excitement to see what was inside all this time and to gather as much of it for yourself as possible before that other kid who no one actually knows takes it all. In Pinata the cards, candies, and mats are just as colorful and playful as a real pinata. Players feel anticipation as new candies are revealed for the taking and the great satisfaction of winning a pile of candy. They also feel defeat when their opponent makes the winning strike and takes the very candy you would have given any number of pesos for because it would have fulfilled your lifetime dream of obtaining a gold medal in pinata-ing.


The components of the game are top notch (being from Rio Grande, not a surprise). In the game, you get 59 playing cards, 45 little wooden shaped candies, 4 playing mats, 1 drawstring bag, and rule booklet. Everything is well made and fit in the box very nicely. There have been some complaints with regards to the color choices made for the candies/cards. The pink and red candies for instance are sometimes difficult to differentiate (this usually is only a problem when playing in a lower lit area or when playing with someone who is partially color blind) and I personally would have much rather enjoyed having blue candies in lieu of the pink. That being said, the candies again are well made and are consistent in their given color. The rules are short and sweet, but do a good job in explaining the game. I did have to revisit them once or so during the first game since I wasn't at all familiar with the game previously. The rules also provide an alternative way to play the game, and it sounds like you can modify it even more too if you would like by trying to play without the wild cards. Great options.


The game set up and game play are both really simple and before you know it you will be pulling in candy like it were Halloween night! There being 4 playing mats numbered 1 - 4 with a high side and a low side, these mats are randomly or chosen by players to be on one side or the other. Candies are then drawn from the drawstring bag to fill up the mats according to the number on the mat. Cards are shuffled and 8 are dealt to each player. The goal of the game is to be the first player to obtain 3 of the 5 medal cards. There is a medal card for each color of candy and they are obtained by being the first player to gain the number of candies on that medal card. Not all candies are created equal and some are a little more scarce than others. Since the candies are drawn randomly, players will need to evaluate which candies to go for first and which ones can they skip over for now.


The cards consist of different numerical ranged cards in each color and some wild cards too. On their turn, a player places a card next to a mat and then draws a replacement card. To win the candies on the mat, one needs to either have the highest value or the lowest when compared to your opponent (again, the mat will show if the winner needs a high or low value). In the original game, you can only play cards on your side of the mat until your side is full, then you can play cards on your opponents side as well (the variant allows you to play cards on your opponents side anytime creating a more interactive game.). Each side of the mat must have a number of cards played equal to the number of candies, and the cards must match the color of the candies (example; 2 red candies and 1 green are on the "3" mat. Each side of the mat will have 2 cards in red and 1 in green, or 4 red cards and 2 green cards total. Or any number of wild cards acting for any desired color). Mats are "scored" when both sides match the number of cards needed. The winner gets all of the candies on that mat. The player would take any medal cards that he/she would be eligible for and the mat is then flipped to the other side and new candies drawn an placed on the mat. The medal cards can't be taken after obtained and the first to 3 wins.


I really do love this game. The discussion above doesn't include all of the rules, but is there to give you a general idea of how the game flows and is played. It is really simple and can easily be learned by kids too. You have to choose if you want to keep a high card for later to secure candies on a high value mat, or if you will play it on your opponents side on a low value mat to throw them over so you can walk away with those candies. There is a lot of great decision making that takes place and yet the game is really light and provides a good amount of luck too to make it great for a simple children's game, to a lighter game for "gamers" to play while some one sets up the next game of Power Grid, Hawaii, or Agricola. Everything really meshes together well in this game. The game only takes 30 minutes to set up, play, and put away leaving your night or day open for another round of Pinata, or time for you to strap on a sombrero and host a Pinata tournament party. Up to you really. You can spend about 15 to 20 dollars on a real Pinata (by the way, I remember the first time I purchased a Pinata from the store and couldn't believe that it didn't come with candy already filled inside - yeah, you usually have to buy that separate and fill it yourself), or you could purchase this amazing game for the retail price of 30 dollars (usually around 24 on Amazon). Below is also a video review of the game to allow you to see the components.


Big SHOUT OUT to Rio Grande Games for making this review possible, and a big OLE to all of you! I say that the game Pinata offers a plethora of fun and that is just How Lou Sees It!

Horchata
Kroger Brand Yogurt

This post seemed like a prime opportunity to announce to you all that Yoplait's Light Fat Free Orange Creme yogurt is no longer my favorite yogurt. My new favorite yogurt is none other than Kroger brand's Blended Grade A Low Fat Horchata yogurt! Salud!




Tuesday, August 23, 2011

Garden Update

Garden Update
Maybe my thumb wasn't as green as I thought it was folks. My garden is struggling a bit, but what can you expect from a garden planted in a few pots with a day of half-sun and high winds? Can you believe that it is almost September already?


And that is How Lou Sees It.