I recently made a jump back into deck-building games, rediscovering old classics like Dominion and playing new favorites like Paperback. It’s not that I disliked deck builders, but rather games with other mechanisms would often hit the table first. For those unfamiliar, a deck-building game is a card game where construction of a deck is the main focus of gameplay.
Another deck builder I recently checked out was Promenade from game designer and artist Ta-Te Wu, who also designed Cat Rescue. Promenade, which is coming to Kickstarter on April 9 from Sunrise Tornado Game Studio, is a fun and interesting twist on deck builders.
Promenade is a deck-building game about the Impressionist art market. Players are purchasing and exhibiting artwork, while working to increase the market rating of various types of paintings. As players acquire cards for their deck, the rating increases for that painting genre that was just purchased. There are five genres, represented by five different colors: portraits, landscapes, animals, seascapes and abstracts. The Impressionist style artwork is colorful and elegant. My personal favorite is this kitty cat.
Each player gets a player board with marked locations for a draw pile, two spots for their actions, and a discard pile. There is also a track on the player board so that players can easily see the market rating of the genres.
On a player’s turn, they can do two actions: haggle, acquire or show. Players may do the same action twice and in any order. When you haggle, spend a card to draw two more cards from your deck.
When you acquire, players spend cards to purchase a card from the Promenade area, which is filled paintings or gold cards. Each card costs a different amount depending on where it’s sitting.
And this is where it gets economically interesting — gold cards in your hand are worth their printed value, but the value of the paintings in your hand is worth their current market rating, which is represented on a separate board that sits next to the main board.
As you spend cards from your hand to acquire a new painting, that painting genre goes up in its market rating. The gold value doesn’t increase but purchasing gold cards moves the gold marker up the board as well, but this marker only matters at the end when you calculate the end-game value of the gold cards in your deck. Players can also spend their gold card’s one-time special ability and remove the card from their deck.
So if players are just buying just the abstracts, the value of abstract cards in everyone’s deck will skyrocket.
Lastly, you can show. To show a painting in an exhibition in the museum, you must spend the cards in your hand to display it, and the cost of displaying your painting depends on which exhibition you want to place it in. Furthermore, the exhibition must be seeking that specific genre of painting, as depicted by the randomly placed invitation cubes at the start of the game in the exhibition space. Some invitation cubes are black, which means any genre can be shown there.
When you decide to show your painting, spend your cards to place your painting there and you immediately receive victory points. Naturally, you get more VPs if you show a painting at the exhibit first, and you place your meeple on the card so people know whose painting was shown where. And of course, the market rating of that genre increases as well.
After your two actions, place the two piles from your action spaces into your discard pile and draw more cards from your draw pile. If there aren’t any cards in your draw pile, shuffle the discard pile and place it into your draw pile area and draw your cards. This is the fundamental mechanism for deck builders.
As painting cards empty from the Promenade, the cost of each location increases with each refill of cards. The game ends when one or more of these conditions are met: 12 or more paintings are shown in the museum, the painting deck is empty, or any marker on the market rating board is at 70 or higher.
Players then calculate the value of their decks based on the paintings’ market values and gold ratio value. There are also end-game bonuses based on the cards in play, which five are randomly displayed out at the start of the game. The player with the most VPs wins the game!
What’s unique for me about this deck builder is the manipulation of the market. I also like the variety of having different end-game bonuses with each game, and how the exhibition invitations — what genre each exhibition is looking for — are also variable for each game.
If you’re a fan of economic games and deck builders, or just love games about paintings, check out Promenade. The game plays in about an hour and adds an artful twist to your standard deck builder.
Thanks Ta-Te Wu for providing a copy of Promenade for review.
Happy New Year, friends! Can I still say Happy New Year when it’s clearly halfway through January? I had a lot of post-holiday personal events going on through last weekend so I haven’t had much time to game, but there’s lots of gaming ahead scheduled for the next few weeks. Woot!
To get us started, I don’t do a 10×10 challenge, because, frankly, it kinda stresses me out to have that kind of deadline. For those who don’t know, the 10×10 challenge is to pick 10 games and play them 10 times during the course of the year. So instead, I have an informal list of games I eventually want to play for the first time this year. And yes, I totally know it’s not the same thing.
Petrichor: I don’t know much about this game, other than that players are clouds. Pretty, fluffy, pillowy clouds. The artwork and board are just so soothing and delightful to look at that so that’s pretty much all I needed to be intrigued by this game. Plus, there are colorful gems.
Captains of the Gulf: I personally love the backstory behind this game regarding game designer Jason Dinger and his relationship with his grandfather. I had the pleasure of meeting and gaming with Jason last BGG Con, and, knowing what type of games he enjoys playing, I have no doubt that his game will be right up my alley.
The Golden Wilderness: This game has been unplayed on shelf FOREVER. It’s made by the non-board-game folks who created Leaving Earth, which, by the way, is a fantastic game, and the game is about the history of California. @idontknowrules has been not-so-gently pestering me for the past few years to learn this game and get it on table, and I’m committed to doing that this year, hopefully sooner than later.
Tokyo Metro: The games in the Tokyo series are just adorable, and this auction/bidding worker placement seems to be the heaviest of the bunch. I have a couple good friends whose recommendations I trust, and they really enjoyed this one.
Wingspan: This new release from Stonemaier Games is a medium-weight, card-building game featuring gorgeous bird artwork and eggs. Yep, pretty, pastel egg miniatures in a variety of colors. It’s been getting all sorts of praise online, so hopefully I’ll be able to find someone who owns the game so I can check it out.
Caverna: Cave vs. Cave: I’ve also had this on my shelf for about a year. I bought this because I love Caverna and wanted to explore this quick 2-player version, even though I rarely ever play 2P games. But, in light of recent life changes, it looks like more of my 2P games will get on table this year, and I’m so looking forward to it.
Ticket to Ride New York: This 15-minute version of the classic game is sold at stores like Target, and it’s pretty cut-throat from what I hear. Ticket to Ride was the game that introduced me to the hobby, and having an even more accessible, streamlined version of the game on the mass market just makes me happy as I know it’ll introduce more gamers to the hobby.
And that’s my short list of games I’d love to play soon. Let me know which games are high up on your to-play list!
When I started writing this post, I looked back at my 2017 list, and I had to laugh because I was so optimistic that 2018 would be less rage-inducing than 2017. This past year was still rage-inducing in regards to the outside world, but there definitely was plenty of moments of pure joy for me personally and within the board-game world. I have fond memories of the experiences I had in 2018, the friendships and relationships that grew, and most importantly, all the games that I played.
So without further delay, here’s my top 10 list of games I played for the first time in 2018.
This game from GMT Games is a classic. And by classic, I mean 2010, which by board-game standards, is pretty ancient. I played this game for the first time back in January, and I honestly couldn’t believe I haven’t played this game sooner. It’s brutal, mean and literally a game of “survival of the species.” And for such a punishing game, the components itself are quite colorful and cheery: cones and cubes among a sea of bright-colored environments.
Players take on the role of one of the major animal classes (mammal, reptile, bird, amphibian, arachnid, or insect) and they’re all trying to survive and thrive on various terrains with their asymmetrical powers, all while the impending Ice Age is coming. Players compete to have the most of their species on various hexes as well as being dominant, which is determined by your animal class. Dominant Species plays like a typical worker placement but built from a war-game foundation. Just watch out for glaciers!
This was another game I played early in 2018, and OH MY GOSH — look at all these pink dinosaurs!! I came into this game thinking it would be all kinds of kitschy, but it’s a solid worker placement that comes with variable end-game conditions. Players can pick a short, medium or long game, and the game ends when scoring objectives are completed. And similar to Food Chain Magnate, you can only score objectives in the same round that everyone else does. Once an objective has been scored, the objective is closed for others in future rounds.
Players in Dinosaur Island are competing to build the best dinosaur amusement park. The game plays through several phrases in each round, from collecting DNA combinations to create dinosaurs, upgrading technology and building park attractions, to having actual visitors visit your theme park, and hoping for the best those visitors don’t get eaten. Sure, exciting carnivores will bring more visitors to your park, but if you don’t ensure security gates are at a high level, well, we all know how that plays out in those Hollywood movies, don’t we?
This new family game from Stonemaier Games is just darling! I got a chance to play it for the first time during Gila Monster this summer, and it truly is delightful! The game was created by a father who wanted to game with his daughter, and Stonemaier ended up publishing the fan-made version a year later. My Little Scythe comes with these chibi figurines of the original Scythe characters. ADORABLE.
The game also takes elements from Scythe — choose one of the actions on your player board, but not the same one you just did — and players move across the board, picking gems, apples or quests, and working to score objectives. And instead of combat, the game incentivizes you to drop resources where other players are, because that moves you up the friendship track. In the end, friendship is magic!
This is another older board game, circa 2013, but I can’t believe so few people have ever mentioned this game! Bruxelles 1893, a colorful game in the Art Nouveau style, is crunchy worker placement that has a clever puzzle element to it. Workers are collecting resources to build buildings, and buying and selling artwork to gain money.
The game also comes with a dial, which players can adjust to determine which resources are needed to build a building, and players can affect how much pieces of artwork will sell by moving this square across a board. The game continues for five rounds, and it’s another one of those games where you definitely cannot do most of the things you want to do. And at the start of each round, the worker-placement sections of the board are selected, which is another neat element of the game, so the building you built might not even be in play for the round. This game is totally underrated!
I played this new edition of this older card game for the first time this year. Arboretum is gorgeous and unassumingly brutal. At the start of each turn, players take two cards, play one into their arboretum and discard another card. You’re building paths of beautiful trees in order to possibly score that path at the end of the game. But you can only score that tree species if you have the highest sum of those tree cards your hand.
I love balancing that push and pull between keeping cards in your hands versus playing them down into your arboretum. You can also prevent opponents from scoring large paths by hanging on to certain tree cards. The card game is inviting enough to introduce to new gamers but strategic to engage heavy gamers like myself.
Catch the Moon is such a beautiful game. I just purchased it in November at BGG Con, but it’s already risen to one of my most-played games in 2018. And yes, I know it’s only a 20-minute game, but it’s one that people immediately want to play over and over again. The table presence of this game also draws curious passers-by, and more often than not, they take a seat at the next game.
Catch the Moon is a dexterity game in which players take turns adding wonky ladders to a main centerpiece that sits atop a cloud. Roll a dice, and the dice tells a player to either place a ladder that touches exactly one or two ladders, or the new ladder must be the highest point. If any ladders fall or touch the base, or the player doesn’t follow the dice’s directions, they get a tear drop because the moon is super sad. Try to get the fewest tear drops, and don’t get the last tear drop, and you’ll win the game. Each game of this has been different; some creations go up super high, while others stay really low, just barely hanging on and not scraping the cloud base.
Sidereal (which rhymes with ethereal, and, believe me, it took me some times to figure out how to say this word correctly) Confluence is a bonkers real-time negotiation and trading game that plays up to nine players who are asymmetrical alien factions working to research and run various technologies. The kicker is that they often don’t have the resources to run those technologies, hence they need to find the resources from others.
This is one of my favorite games to run at the convention, because you can assemble a large number of participants, as I think a larger player count works best for this game. There’s yelling, trading for future favors and making less-than-ideal trades because you really, really need that one last blue cube, and the time is running out. (I set each trading round to 10 minutes.) And when you have an alien race like Kt’Zr’Kt’Rtl (complete with a pronunciation guide), you know the game is gonna be insane.
I had the pleasure to play Teotihuacan at BGG Con, and it did not disappoint. In Teotihuacan, each player is a powerful noble family working to build the temple of Teotihuacan. You’re using your workforce of dice to move around the board like a giant rondel. Depending on the value of your dice, you receive various resources at each location, and then at the end of your turn, your dice levels up.
As with its predecesor Tzolk’in, the game is a lot about timing your actions correctly. Instead of the giant wheel cogs in Tzolk’in, the game is all about moving your dice in a way so that it levels up at the right moment, so that you can get resources to build temple steps and gain technology, among other things. Dice are moving in one direction in order to ascend to 6 pips, and then you get a reward and start over again at one location.
Picking between No. 1 and No. 2 was super difficult as these two last games are equally exceptional, but for the purposes of this list, I had to pick which game belonged in which spot. For No. 2, it’s came down to Feudum. Feudum, despite its whimsy artwork and endearing behemoth, is quite a beast to learn and equally to play. But it’s definitely worth it, in my opinion.
Feudum combines elements of Concordia with using card play for taking actions, but adds area control on the board and maintaining influence in various guilds to gain benefits for various actions. It’s one of those games like Lisboa where all the actions itself aren’t difficult per se, but the interconnectivity of those actions and guilds is what makes the game truly shine. This game is definitely not everyone’s cup of tea, as I saw some criticisms online about this game being unnecessary complicated instead of complex, but I don’t agree with those assessments. It’s hefty, crunchy and pays off when you find that group of people who enjoy these type of games and are willing to put in the time to peel away at the game’s layers.
And we’re at No. 1! What edged Coimbra a bit past Feudum is its accessibility. Coimbra is an equally crunchy game, but when it’s just four rounds and plays in about two hours, more people will likely dive into this game than Feudum. Plus, people love brightly colored game boards, and there’s lots of dice! But the dice isn’t used for chucking!
In Coimbra, the dice are rolled each round, and players take turns selecting dice in which pips matter for the first half of the round, and then the color of the same dice matters for the second half of the round. In the first half of the round, players collect character cards the give them special abilities or end-game scoring points. Character cards are mostly selected from higher to lower pips, and paid for with either money or military resources. On the second half of the round, the color of the dice will give you that income resource based on there you’re sitting on one of the four tracks. Tracks galore in this game, and I always enjoy balancing all the different resources and having two different incomes. What a fantastic game!
And that’s the end of the list! Let me know what some of your favorites were this year, and what you’re looking forward to next year, either with board games or life happenings.
Happy New Year, and hope everyone has a wonderful 2019!
Holy forkballs! It’s December already! Where did November go? Man, it’s been a busy, fun, amazing few weeks, and now that I’ve had some to come up for air, let’s talk about all the gaming I did at BGG.
This is my fifth consecutive BGG Con, and my fourth year volunteering for Team Geek. If you’re on Team Geek, you work eight 2-hour shifts throughout the course of the convention. And you get to do so in a sweet, sweet jersey. There’s also a volunteer dinner the Tuesday night before the convention so you can meet and hang out with fellow volunteers before the con gets underway on Wednesday. Here’s a photo of Team Geek from Jenny, who is also on team Geek:
I arrived in Dallas on Tuesday morning, had a wonderful breakfast with an old Phoenix friend at Yolk. What an adorable breakfast place, and my skillet was hearty and tasty. I was pleasantly surprised that they had an option for turkey sausage, considering I’m in the heart of Texas, where everything is all about other meats that I don’t eat.
I arrived at the Hyatt Regency at DFW after breakfast, checked in, took a quick nap (don’t judge — I flew out of Phoenix at 5:30 a.m.), and started volunteer shifts. As a veteran Teek Geek member, I got the first selection on volunteer shifts, so I was able to knock out three of my shifts on Tuesday before our welcome dinner of Mexican food. Yums!
After dinner, we got our badges and free games, one of which was a sweet Everdell glass pint, and started gaming! First up was Teotihuacan: City of Gods, which was high on my to-play list for BGG. Kevin Russ, who I had met at RinCon two months prior, taught us how to play, and man, do I love this game!
In Teotihuacan, each player is a powerful noble family working to build the temple of Teotihuacan. You’re using your workforce of dice to move around the board like a giant rondel. Depending on the value of your dice, you receive various resources at each location, and then at the end of your turn, your dice levels up.
The board looks incredibly intimidating but the iconography is clear in terms of what rewards you’ll receive at each location, and game play, in my opinion, is pretty straightforward. Making the most of those actions is much more difficult.
As with its predecesor Tzolk’in, the game is a lot about timing your actions correctly. Instead of the giant wheel cogs in Tzolk’in, the game is all about moving your dice in a way so that it levels up at the right moment, so that you can get resources to build temple steps and gain technology, among other things. Dice are moving in one direction in order to ascend to 6 pips, and then you get a reward and start over again at one location. Can’t wait until my game group gets of a copy of this game!
Next up, I learned and played Catch the Moon for the first time from Eric. I can’t say enough great things about this darling game. It’s one of the few games I purchased at BGG Con because I immediately fell in love with it. And true story: Eric is really good and mean at this game!
Besides it being just adorable to look at, this dexterity game is easy enough for people to jump into and interesting enough to keep even the heaviest of gamers engaged. On your turn, you roll a die, and you place a ladder onto the cloud either touching one other ladder, two other ladders, or it has to be the highest point on the cloud platform. If you make ladders fall, the moon gets super sad and you receive a teardrop. If you get the last teardrop, the game ends and you’re eliminated, and the person with the fewest teardrops wins the game.
I then played Tokyo Jidohanbaiki, which is a game about Japanese vending machines and drinks. It’s a little — literally, teeny tiny — game where place your smol soda bottles on drink crates and not have them explode, but also when you choose for them to explode, you can wipe out your opponents.
Wednesday
Today was the first day of the convention. I worked two shifts at registration, which I love doing. I love greeting folks and seeing everyone’s excited and happy faces on Day 1.
I then met up with some Arizona folks to play some games before dinner that evening. I got a chance to play Meeple Circus for the first time. That game is a riot, and the circus soundtrack adds a nice touch for this game. I’m not normally a fan of adding apps or tech to board games, but this was stupid fun. I mean, who doesn’t love stacking meeples in a dexterity race while circus music is playing in the background?
We then all went out to dinner to a vegan restaurant called Spiral Diner. This was all of our first time visiting this place, and, even though it’s quite a haul from the Hyatt Regency, it’s definitely worth checking out.
I ordered an El Paso burger with a cashew patty and pistachio ice cream for dessert. Both were super yum and tasted like what I would normally eat as a non-vegan.
We then arrived back at the hotel to teach my favorite game to run at a convention: Sidereal Confluence. I enjoy having a large amount of people playing this game since it makes for a better economy, and luckily, seven people signed up to play. And I know live negotiation games aren’t everyone’s cup of tea, or that maybe I’m not even the best teacher of it, but I do enjoy sharing this game with others as I feel like it’s not a game that would normally get on table on a regular game day.
I then ran across Eric teaching Eco Links, which is another real-time path-building game in which you’re trying to connects animals through a path. Even though the game is light, it reminded me of playing an 18xx because you’re playing these tiles on a board and looking for that sharp curve.
Thursday
On Thursday, I woke up early (for me) to game with Moe and play Fort Sumter at 9:30 a.m. Fort Sumter is a 2-player card-driven game that pits the Unionist and Secessionist player against each other. The game plays for 25-40 minutes, and takes place over three rounds and ends with a Final Crisis confrontation.
Similar to other CDGs like Twilight Struggle, players have a hand of cards and play them for events or action points. What’s different about this game, besides it taking a fraction of the time of a game of Twilight Struggle, is that in each round, you get a secret objective that you’re playing toward for extra victory points.
I enjoyed the push and pull of this game, and that escalation of the game as more cubes come into play. This game is part of the GMT Lunchtime Games series, strategic games designed for the lunch hour. It’s a great game to play if you’re interested in learning how to play a card-driven game and don’t have an entire half-day to play.
Next up was lunch with Netters and Mitch, and then Netters taught me The Estates. Jeremy and @fencedingates also joined in on the game. This game is right up my alley! It involves bidding and blocking people, and is all kinds of mean! You are bidding to build pieces to place along three different streets, and any incomplete streets will score negative points in the end. Players can also dictate how long the game will go, and I love the closed economy of it.
I then taught this game I had heard about on Tuesday from JonGetsGames: Eye My Favorite Things. This game can be a tad absurd but it’s fun with the right folks. You pick a category for the person on your right, and they write down their top 5 items for that category and rank them, as well as something they hate in that category and rank them as a zero. Then you get the cards they wrote on, and then it becomes a trick-taking game based on what you think they ranked all the items they wrote on their cards. You do this three times, and then the person with the most VPs wins the game. It’s a game that compares random categories like soup, world problems, board games and ice cream flavors altogether.
I then met up with some friends at a meetup for female content contributors and their friends. Netters and I organized one last year and it was a nice refuge from the hustle and bustle of the main convention floor, and it gave people a chance to get to know each other in a smaller setting. The two games I played were — yep you guessed it — Catch the Moon and Eye My Favorite Things.
FridayF
I started my Friday with a lovely game of Coimbra with these cool folks, Joe, Julie and Chris. I absolutely adore this game, and, even though I’m completely horrible at it, I’m always down to play it. It was a wonderful way to start my morning.
Chris and I then went to meet Jason and Donna Dinger for lunch, and Jason taught us Ground Floor, designed by David Short. In Ground Floor, you’re the CEO of a company, and you have to manage hiring new employees, expanding your office and scheduling your shipments. In addition, you’re literally building floors into your office building. That was a neat visual component to the game! The game plays for about two hours, and man, you quickly start running out of actions and can’t do everything you want to. I had a great time playing this!
Jason then taught us another game, The King of Frontier. It’s one of his favorite games, and he managed to secure a copy of the first edition, since the new one has been completely revamped with a completely different aesthetic. I mean, who doesn’t want to play a game with these stick figures?
It’s a neat tile-laying game that has a follow mechanism, and you’re building out a little kingdom and collecting resources on your player mat. Jason showed me photos of what the new edition looks like, and I think it has lot a lot of its charm with the new art.
I then attended a meetup from the Inside Voices Network. I played Wangdo with a different Eric and Chris. It’s a cute little area-control game where you draw bears from a bag in order to place them on the board. But you can only place a bear when you have the appropriate colored bears matching the spots surrounding that location. There are also cards you can play to benefit yourself or hurt an opponent, and the game is a race to collect all the tokens.
And the bear pieces look like yummy gummy bears.
Next, we played a prototype that Chris was demo-ing called Hour Town by LO5 Games. This game is a real-time worker-placement game where you collect resources to build buildings, some of which are multiple levels tall. And there’s also an area-control element in which you contributed the most resources toward a building. I like the up and down frantic-ness of this game, which lasts about 20 minutes. I hope this game gets published!
I then played a game of Azul: Stained Glass of Sintra. I was a little skeptical about this game, mostly that it was relying too much on being gorgeous and like how could it be better than Azul, which was one of the top games I played in 2017.
The verdict is that this sequel is worth playing! It changes up gameplay to make it more puzzly, and more importantly, it’s a fixed amount of rounds. You’re working to complete vertical columns, and there’s an added element where you only score columns to the right of the pawn. Thus scoring can ramp up if you build your window in the right order. I enjoyed that extra elements to the game. And it comes with this little cardboard box to discard pieces in it, which makes it easier to pour back into the bag. I don’t need both copies though. One should suffice in your game collection.
I ended Friday night with my usual BGG Friday Night Shenanigans by playing Yummy Monster and Coconuts with my girlfriends.
Yummy Monster is a flinging dexterity game in which each player is feeding a monster. Each player wears a mask over their face and slides cardboard claws onto their hands, and you throw pieces of food into the monster’s mouth, which is depicted as one of four walls you set up in the game box. It’s super ridiculous, but we had a lot of fun.
And of course, we love Coconuts. So much shenanigans.
Saturday
Saturday began with seeing some sun (even though it was freezing outside) when Rand, who is originally from Dallas, invited us and took a car-load of us to his favorite BBQ joint Lockhart. The place is a tad farther from the convention, but definitely worth checking out if you have access to a vehicle. The meat was tasty, and there wasn’t a 40-minute wait for the meats, which is the case when we go out to Hard Eight This place is casual, homey and right in the middle of the Dallas arts district.
Saturday gaming began with Rescue Polar Bears. I’ve already been bracing myself for this game because everyone has been telling me how hard it is, and when you lose, these little guys die.
This game is a co-op action-point-allowance game where you’re trying to save the polar bears before all the ice melts. Brutal! But these components are just darling, and they make you super motivated to try to win the game by getting polar bears onto your boat and helicoptering them away!
Saturday night was closing ceremonies. This is always a great time because so many game prizes were awarded! One year, I’ll totally win a prize package.
I then unknowingly started a new tradition with my friends: teaching Battlestar Galactica immediately after closing ceremonies. This is my absolute favorite game, and I love teaching it to new people. I played this with Greg, Chris, GloryHoundd and DrGloryHogg. It’s my third year in a row that I’ve done this on the Saturday night at the convention.
GloryHoundd even had this shirt on, which I totally should’ve guessed she was the cyclon. She later revealed she was, after DrGloryHogg brigged her and Chris. DrGloryHogg has no reason to brig Chris but Chris ended up being the other cylon. Good job, humans!
The final game of BGG Con for me was Iki. The game is based in Edo, Japan, where artisans, street vendors and professionals are setting up shop. Players move their meeples along the city like a rondel. There’s also a track showing how protected your stores are from fire, and that determines the order for choosing how many spaces you want to move in the next round and the order to purchase character cards. This entire game has many clever elements! And some of the Japanese professionals are charming and based on historical writings.
When you do business with shop owners, you get resources and the shop owners gain experience. Timing also plays a large role because as shop owners maximize their experience, they move off the board and into your personal supply. So you might be expecting some resources, but another player has triggered your shop owner to be removed from the board. Iki is such a hidden gem, and I’m super sad that I can’t find a copy of it that doesn’t cost an arm and a leg.
And then just like that, six days came and went, and it was time to return to Phoenix, which was Chris’ first time visiting. Every year I say that I had an excellent time at BGG, and this year is no exception. It’s my one giant con for the year, and it’s truly an amazing experience hanging out and gaming with people I call my friends, even though they live all across the U.S. This year’s BGG was particularly special for me. Board-game Twitter just brings people together, you know?
Anywho, if you’re interested in going to BGG Con next year, it’ll be moving to a bigger location in downtown Dallas, which means more tickets will be on sale! Staying at the Hyatt Regency in downtown Dallas will result in access to restaurants and nearby attractions, something I’m very much looking forward to. Because, man, does it get expensive uber-ing out of DFW to get some good grub.
If you made it all the way here, thanks for reading about my experience at BGG Con! I hope everyone is having a wonderful December!
This review of Lisboa was featured on Episode 46 of The Five By. Check out the rest of the episode, which also features Mr. Jack, Lords of Waterdeep, Apocrypha and KLASK.
Lisboa is a game published by Eagle-Gryphon Games, designed by Vital Lacerda, with gorgeous artwork from Ian O’Toole. It plays 2-4 players, and even though the box says 60-120 minutes, my experience is it plays a little bit longer than that with maximum players.
Before we begin, Lisboa is by far one of the most complicated games I’ve ever had to teach, learn and play. In real life, rules explanation can take about 30 to 45 minutes. So if heavy games are not your bag, feel free to skip ahead five minutes. I totally will not be offended.
Lisboa is beautiful, crunchy and has a little bit of everything that a heavy gamer like myself enjoys. The game has area control, set collection, card drafting and tile placement. And probably most importantly, you get to decide your end-game scoring conditions.
The purplish-blue board game, whose color scheme is reminiscent of the Portuguese tiles the city is known for, is set in 1755, when Lisboa was struck by many natural disasters: an earthquake, fires and a tsunami, pretty much leveling the city. And now we’re all tasked with helping the city recover economically. We are taking turns to clear rubble, build ships and sell goods, get permits to construct public buildings, and set up shops so that the city can prosper. And we all want wigs. Lots and lots of wigs, which are VPs in this game.
The board is divided into two main parts: one side shows all the actions you can do on your turn, and the right side is filled with rubble and street locations for storefronts and public buildings.
What the game boils down to is its multi-use cards, and players picking from one of two actions with those cards from their hand of five cards. You can either tuck the cards into your portfolio, or play cards into the royal court to meet with the king, prime minister or master builder. These two main actions, either tuck or play, however, unlock a spiderweb of many, many other actions.
If you decide to tuck a card, you receive the reward or penalty for tucking that card. And then the card either gives influence for later or some permanent ability. You then can sell goods on an open ship or trade with the nobles, which will require goods. There are four goods in the game: gold, cloths, books and tools. Each noble wants a specific type of good, but all of them will take gold. If you trade the nobles, you can perform two different state actions if you meet the required good for that particular noble.
There are six different state actions you can choose from: recruiting officials (which you place on the board and will affect how other players meet with nobles), acquiring a plan (which you need to build public buildings), building a ship (which gives you influence and wigs when people sell goods to your boat), producing goods (if you have a storefront on the map), meeting the cardinal (which gives you Clergy tiles and benefits), and getting royal favors (which allow you to follow someone’s noble visit).
If you decide to not tuck your card, but instead play a card, you can visit a noble or gain the benefit from the treasury card. To visit a noble, you have to pay influence, and depending on who you visit, you can build a store (which is calculated by the rubble left at that intersection), take a decree card (criteria that will score you wigs at the end of the game), or open a public building (which requires to you already have a building permit of the same color in your possession and workers on the board).
As more stores are built in the city, it becomes less expensive to take that action because the rubble slowly get cleared. Rubble cubes are randomly placed at the start of the game so at the intersection of each storefront location, the price is calculated based on how many cubes are still there and which color, with beige being the most expensive and blue the cheapest. When you build, you remove one cube, and then pay the cost of the remaining cubes. And this is how you can collect sets of rubble on your player board, which will then unlock more spaces for cards to tuck and progress the game.
Also, when you satisfy the requirements and build a public building, you then gain the rubble the public building will sit on, and then if there is a storefront along that street where the public building was just placed, then the storefront scores VPs. In all, a storefront can score up to three times, if public buildings are placed on the north, east and west sides of the board.
So after you either tuck a card or play a card, you carry out the actions that correspond with the tucking or playing, and then you take a card from one of the face-up piles and your turn ends. The game is played out over two identical periods. The first period ends when someone collects two sets of rubble or three of the four piles of cards are depleted. The second period ends when someone collects four sets of rubble or three of the four piles of cards are depleted as well.
Lisboa manages to keep other players engaged even when it’s not their turn. As with other Lacerda games, there’s an option to follow another player’s main action. At the end of the game, you score any decrees you’ve collected, the various streets are scored according to who has the most storefronts on that street, and you a couple other items such as ships, influence and money.
The interconnectivity of all these actions is what I love most about Lisboa, which I believe is a masterpiece. Each action isn’t difficult per se, but there are a multitude of microsteps that need to first happen in order for you to do something large like, build a public building.
And that’s the super quick overview of Lisboa! This is Meeple Lady for the Five By Games. You can find me on Facebook, Twitter and Instagram as meeplelady, or on my website, boardgamemeeplelady.com. Thanks for listening. Bye!
This week is my blog anniversary! Happy four years to me! It was four years ago that I created my board-gaming alter ego and wrote my first post, and then a month after that, I went to my first BGG Con in 2014.
The blog originally started because the guy I was dating noticed that I was super duper excited about board games all the time, and, since he wasn’t a board gamer, said that I should write about all those things and find my people. So that I did. Around the same time, one of my favorite cooking blogs posted a how-to tutorial on how to start a blog, which I took as a sign, and created my website.
My, how things have changed! (Thanks Wayback Machine for this classic gem!) I also can’t believe I left that awful photo of Caverna in the header for an entire year! Totes shaking my head. I then changed the header photo to Battlestar Galactica a year later and kept it up for almost two years.
The first two years were just casual entries about gaming, and I feel like I didn’t start devoting extra time to actively creating content and being active on social media until about two years ago.
I also redesigned my website this past January to what it looks like today with my new logo, and 2018 has been by far my busiest blogging year. Woot!
So, if you don’t mind, let’s take a trip down memory lane. I’m digging out some of my favorites posts and blogger moments below.
My most-read post ever:Shogun/Samurai Swords/Ikusa. I get emails about this game surprisingly often, usually someone will remember this game from childhood and look it up in Google and run across my post. Lots of folks super nostalgic about this game!
My favorite photo shoot:Takenoko: Collector’s Edition. This was fun as I actually went outside in the middle of the day to take photos. Isn’t that panda darling? No joke, if my place was burning and I only had time to take one game, this would be it.
A few super personal posts: Why I Play Board Games, Dating and recent Life Updates. Things have changed for me a lot since some of these posts, but it’s still nice to see where I was at that specific point in time.
My most-listened-to interview: I attended GMT’s Weekend at the Warehouse in October 2017 and, that year, I was doing interviews on my SoundCloud channel. I had a great time at the convention and met some really awesome people.
My first radio interview on Phoenix’s NPR station: This interview was done for the upcoming Arizona Game Fair.
I started editing rulebooks: My professional background is copyediting, and I feel blessed to be able to combine my two loves. (Where’s my red pen at?)
My first time as a guest on a board-game podcast:Check out Harold on Games as well as his other interviews with wargamers.
My goal for the blog was to write weekly, and I think that for more than half of the four years, I stuck with that. I’m proud of the work I’ve done here, and I’m happy to have made so many friends in the board-gaming community along the way.
I’ve learned so much about the ins and outs of the board-game industry, from game design and development to content creation either via writing, videos or podcasts, all the way to running your own game company or convention. For so many people who do this, often times this is not their primary job and that speaks volumes to me that a lot of the content we see is a labor of love.
I’ve also learned about how important visibility is in the board-game world. When I first started this blog, there didn’t seem to be too many women of color in this sphere, but that number has grown so much in just the few years I’ve been online in this community. It’s been so fantastic!
What warms my heart most are those times when every so often, I’ll get an email or message saying that seeing someone like me, a woman of color playing a heavy game or a wargame, inspired them to check out whatever game I had been writing about. Visibility matters 100 freakin’ percent. And equally important, making all gamers welcome. When you have a large and/or captive audience, it’s important to give a voice to people who aren’t the majority as well as to make sure that the gaming environment is safe for everyone.
In closing, thanks, dear reader, for sticking with me on this fun journey. Here’s to many more years of board gaming and blogging!
And whether you’ve been here for years or this is the first post you’ve read, say hello down below and let me know what you like most about my content.
Around the corner from downtown Tempe’s Mill Avenue and across the street from Arizona State University on Sixth Street, a new board-game cafe recently moved in: Snakes and Lattes. Snakes and Lattes is a board-game cafe chain from Toronto, Ontario, in Canada, and it has opened its first U.S. location in Arizona.
Snakes and Lattes Tempe had a soft opening last Friday, and the place was already buzzing. The cafe is in the old Z’Tejas building, for locals who remember that restaurant, but the inside has been completely gutted and renovated into a space that chic, modern, functional and inviting for board gamers of all kinds. There are lots of large tables for bigger groups, square tables that can be easily joined and separated, comfy booths, and a bar to sit at.
The cafe offers about 3,500 square feet of seating, and occupancy is at about 200 people. There are also two large patios that seat about 25 people, and, in typical Arizona fashion, the patios have misters and heaters to accommodate the desert weather.
Currently, the game library is at about 700 games, eventually growing to about 1,000 games. The library is color-coded, too, so that people can quickly pick out a game based on group size and skill level.
“If you’re brand new and see a wall of board games, it can be overwhelming,” said Susan Lawver, game curator for Snakes and Lattes Tempe. Lawver has been instrumental in helping shape the cafe and picking out the games for the library. “We’re always looking for game suggestions,” she said.
Lawver has been training the Game Gurus, who are staff members who can help cafe patrons pick a game and teach it. Game Gurus are supposed to to be able to teach about 200 games and help out with questions. She also plans to designate a game shelf for local publishers and create events such as game design nights, when publishers and game designers can bring in their game for playtesting, tweaking and getting feedback.
Snakes and Lattes Tempe is also a full-fledged restaurant. The menu is diverse, with appetizers, burgers and sandwiches, salads, naan pizza and an entire category on poutine, as an homage to the cafe’s Canadian roots. Currently, the poutine options include: Classic Poutine, Loaded Poutine, Vegan Disco Fries, Chicken Bite Poutine, Korean Fire Chicken Poutine and All Day Breakfast Poutine.
“The menu is unexpected for a board-game cafe,” Lawver said. “We did a lot of specialty items, and we brought in a chef from Toronto and a local chef to carry the menu.”
And let’s not forget about the drinks. Snakes and Lattes Tempe offers about a dozen craft beers on tap as well as a large selection of wine, canned and bottled beer, cocktails and a full coffee bar.
It’s been a busy few months for cafe owner Ben Castanie, from first getting the keys to completely renovating the space to the soft opening.
“We wanted to spend the time and not rush our opening because it’s our first location in the U.S.,” Castanie said. “We want to show the best of what we have to offer and put a lot of thought into what we did, the games, the food, and the alcohol, and we’re not going to stop there. We’re going to do a lot more.”
Castanie said they have plans to sign a lease in Charlotte, N.C., and are also looking into another locations in Arizona and possibly Colorado. By the end of the year, he said, they’ll have more good news about future locations.
Snakes and Lattes Tempe will have an official, splashier grand opening in November. Lawver said they decided to go with a soft opening as to not overwhelm the staff and ensure that gamers have a great experience.
The cafe aims to draw the attention of ASU students nearby as well as families and gamers alike.
“I think Millennials are looking for more experiences instead of watching more screens. This’ll be a great place to take a date,” she said.
If you go
Snakes and Lattes Tempe is open Tuesday-Sunday and is located at 20 W. Sixth St. in Tempe, Arizona. It’s $5 to play games, or free if you’re just eating. There is metered parking on the street and parking garages nearby. The cafe is also a few blocks from the light-rail stop. To get more information, visit their website, or find them on Twitter and Facebook.
This past weekend was RinCon down in Tucson, which is a two-hour drive from Phoenix. Last year, I was only able to attend for one day. This year, the convention invited me to be a special guest, and I got to speak on some panels regarding subjects that are near and dear to me! How frakking awesome is that?
I drove south to Tucson on Friday after work and immediately jumped into a 7-player Sidereal Confluence, my new favorite con game after I busted it out at Strategicon. I’ve been bringing this game to conventions because I figure I can get a large player count for this game, which is absolutely fun and bonkers — if you love live negotiating! I got a chance to play this with friends I saw at Gila Monster, and a good time was had by all.
We then played two games of Deception: Undercover Allies. The original Deception game is my favorite deduction-style game, so it was great playing this expansion. The new roles such as the Inside Man and Protective Detail made for some real nail-biters in finding the murderer. Plus, the microscopes and the police badges are a sweet addition.
On Saturday, I hopped into a game of At the Gates of Loyang, which is from my favorite designer Uwe Rosenberg. This has been one of my grail games to play, as I don’t know anyone local who has it. It’s an older game from 2009 and has the farming and harvest elements that are similar to his other games. I really liked the card-drafting mechanism for Loyang, in which players are placing cards from their hands into the courtyard to later pick two action cards. The player has to both pick a card from their hand and from the courtyard for their two card actions in that round.
Then in typical Uwe fashion, you can plant and harvest your fruits and vegetables and complete orders from various customers. If you can’t satisfy some customers, then you’ll get a penalty. I need to find a copy of this game for my collection!
I then spoke from my first panel for the convention on diversity and inclusivity. Personally, I don’t have much experience doing public speaking so I’m always a little bit nervous doing these things, but everyone was so friendly that you can’t help but get caught up on discussions about making board gaming a better place for everyone. Topics such as how to promote welcoming spaces came up and how to best amplify those diverse voices in the industry. I was on the panel with Erin Escobedo, Jamie DuBois of Do Better Gaming, Jahmal Brown and Camdon Wright.
I then met up with RinCon special guest Sarah Reed who taught me how to play her games Oaxaca and Project Dreamscape. It was a real treat finally meeting her in person and hanging out with her all weekend. I love the colorful artwork of Oaxaca and had a little too much fun activating some of the Handicraft Cards to target my opponents.
Come to think of it, we also started getting a little mean for Project Dreamscape! There’s an option to flip over cards, making it more expensive to get the cards we all want. Both games were really fun to play. I also learned about how Oaxaca came to be and gained useful information about creating prototypes during Sarah’s panel on Game Design, which also included David Short and James Earness of Cheapass Games.
After that panel, I participated in a women in gaming panel with these lovely ladies: GloryHoundd, Marissa Kelly of Magpie Games, Sarah Reed and Griffin Maria. We talked about our experiences — good and bad — of being a female gamer, the role models we have or wished we had, and what motivates us to create content in a sometimes inhospitable environment. We all had different experiences and come from various corners of the board-game world. It was inspiring to listen to all these women speak.
The Women’s Space came up in discussions as well. For the first time ever, RinCon dedicated a separate space for women to game in. This room was beyond fantastic — it had fresh-baked goods, snacks and a well-kept stash of products people could dig into.
Whenever I went into the Women’s Space, most folks were gaming but there were a few who just needed a quiet break away from the hustle and bustle of the main gaming areas. I think this is such a wonderful idea and hope that more conventions set up a place like this.
After the panel, I learned Gizmos, which is nothing like Potion Explosion despite marbles and a contraption from which the marbles come out of. It’s a quick engine-building game where you’re building these machines and scoring victory points. Certain machines will increase your capacity to hold various cards, which then will make your engine more efficient.
I then played Coimbra, which is my second time playing this game after Gila Monster. I cannot get enough of this game, with its crunchy decisions in a not-super-long eurogame. It’s essentially dice drafting in which pips matter for the first half of the round, and then the color of the dice matter for the second half of the round in receiving income or resources of the matching dice color. So crunchy! This is one I would love to add to my collection.
Lastly, I played Ginkopolis, which I first played at Arizona Game Fair. This game has card drafting, area control and multi-use cards. We played a 5P game that lasted into the wee hours of the night, briefly interrupted by some Eegee’s frozen treats at midnight. Also, on Friday night at midnight, the convention brought in some free pizza for a pizza party. Such cool perks from the con!
On Sunday morning, I signed up to teach Lisboa, one of my absolute favorite games and which I actually learned at last year’s RinCon, to some women in the Women’s Space. It’s a beast to teach, and I wanted to share my love of this game in a chill environment where people can ask all the questions they want. We got through the first half of the game before the time ended, but it seemed like most of them got the gist of it, enough to figure out if they would want to buy it. Also, the giant tweezers were a bit hit and made it very easy to point out iconography.
After Lisboa, I purchased Oaxaca and found Sarah to say goodbye to her and have her sign my new game before making the trek back to Phoenix. The biggest surprise of the convention was finding out that RinCon named a drink after me! That is seriously the coolest thing! The drink was super yum and had a dragon on it to match the convention’s theme! Squee!!
And just like that, the weekend was over. I had a wonderful time gaming with old and new friends. I loved that the convention is so supportive in creating a safe and inclusive space for all types of gamers, especially with the addition of the Women’s Space. And thanks, RinCon, for having me as a special guest! Can’t wait until next year!
Two entries in one week? Well, folks, I have some news! I’ve joined a group of talented folks on their podcast, The Five By, and today is my first episode with them. Go subscribe! Each episode is about 30 minutes, where 5 different co-hosts give 5-minute game reviews. I’ll also be posting the podcast episodes and the text of my segment here, if I haven’t already talked about the game on the blog. This episode features Near and Far: Amber Mines, Dinosaur Island, 1775: Rebellion, Mexica, Spirits of the Wild! Enjoy!
Mexica is a game designed by Wolfgang Kramer and Michael Kiesling. It was originally published in 2002 by Ravensburger and Rio Grande Games. Now it’s made by Iello. Mexica is the third game in the Mask Trilogy, after Tikal and Java.
Mexica is a game for 2 to 4 players, and plays in about 60 to 90 minutes. It’s an action-point selection game with area control. What’s cool about this game is that unlike many other area controls, you’re actually building out the districts on the map. What’s excellent about this game is the pyramids! Solid, study, meaty pyramids of varying heights, from 1 to 4 levels. Super excellent components. It definitely has great table presence and just gorgeous to look at.
The game is played out over two periods, which are played out exactly the same way. Players receive their first set of 9 pyramids, and the other 9 will be available in the second phase. Any pyramids not used in the first period will be added to a player’s supply for later.
Player also receive a Pilli Mexica, which is your little meeple. All the Pilli Mexicas start at the temple in the center of the board. The entire board is a grid system, and players use their action points to orthoganally move your Pilli Mexica meeple, construct canals, build bridges, place pyramids, and found a district. Each player has 6 action points to spend during their turn, and can do any number of these actions based on their various costs of doing them.
Before the game starts, you shuffle 15 calpulli tokens and randomly select 8 of them to use for the first period. The next 7 will be used later. Tokens will have numbers for a district size, and prestige points for the player who founded the district, and points for anyone in the district when it’s founded.
So how do you build districts? On your turn, you can spend 1 action point to place a canal that’s either a single or double square onto the board. Canals can only be placed on open spaces and can only touch other canals diagonally at a corner. As game play continues, these canals will segment areas of the board. The surrounding lake and the temple in the middle also act as borders for districts. When an area is completely closed off by water, a district can be founded.
In addition, your meeple must be sitting inside the district on a square to found a district. When you found a district, which costs 0 action points, take an available token that exactly matches the district size and place it on an empty space inside the district.
Once this is set, the token can never be removed from the place, and this district cannot be broken up on future turns. You then receive the amount of prestige points on the token, and if anyone else happens to be inside your district, they receive the smaller secondary number.
Players can also score prestige points at the end of the period by building pyramids to establish majority. The number of action points to spend to build is equal to the level of the pyramid you’re placing on the board. 1 point for a 1 level, 2 points for a 2 level, etc. To build a temple, your Pilli Mexica must be inside the district you’re placing it in.
At the beginning of the game, before any districts are founded, it’s much easier to do this, but you run the risk of your pyramid not being inside a high-value district. Once districts start filling up the board, then you’ll have to become more strategic in how you move your meeple and put down temples.
Once a temple has been placed on the board, it cannot be removed or upgraded. I like how the pyramids have pips on the top of each of them, so that you’re not spending your entire time counting each level. It’s not the number of pyramids that determine majority; it’s the number of pips, which represent the total temple levels.
Another way to get around the board is building canals. Canals enable meeples to enter a district that has already been segmented off. Canals also allow your meeple to travel via an imaginary boat down canals. You’re basically bridge hopping and spending action points to do that. The lake also counts as a body of water when you do this action.
There’s also one last action to collect action point tokens, which give you extra actions for a future turn.
The first period of the game ends when all 8 calpulli tokens are taken placed on the board, or when one player places all 9 of their temples. Scoring happens again for every district founded. Determine which players have the most, second-most and third-most majority in that district, and prestige points are handed out based on the calpulli tokens in that district.
Everything on the board stays on the board. The rest of the calpulli tokens are revealed, everyone gets 9 more pyramids, and the game continues just like the first half.
On the cover of the rulebook, there’s a subtitle that calls Mexica “a game of placement, blocking and majority.” In other words, this game can be all kinds of mean! Meeples cannot pass through each other, so you can completely block a person from exiting or entering a district. That person then has to spend 5 action points to magically teleport to any location on the map, which, when a person has only 6 action points per turn, is a pretty hefty cost.
For people who don’t like games that can be mean, Mexica would not be for you. Also, having 6 action points to choose from can also bring out AP in some players. The person with the prestige points at the end of the game is the winner.
Mexica also has a 2P variant that allows you to place a number of neutral temples across the board to act as competition when scoring up majorities. And that’s Mexica!
This has been Meeple Lady for The Five By. You can find me on Twitter, Instagram and Facebook as Meeple Lady, and on my website, boardgamemeeplelady.com. Thanks for listening!
This profile on Isle of Games is part of an ongoing series about Friendly Local Game Stores I’ve visited. Read other profiles here.
I have some friends originally from Tucson who now live in Phoenix, and they’re always talking about a great store down in Tucson. Last year, while I was in Tucson for RinCon, (which I’ll be attending again this year!), my buddy drove me to check out Isle of Games. I also recently had a chance to stop by again during a trip down south.
Isle of Games is a Tucson game store that opened in July 2014. It’s owned by Gordon Holton, who decided to open the store after two other Tucson-area game stores shut down earlier that year.
Having been a frequent customer of the now-shuttered Game Daze stores, Holton asked the managers who had been working there if they were up for running a game store.
“Those guys needed a job, Tucson needed a game store, and I wanted a place to play,” Holton said. “My day job allowed me to invest some money in order to make this work.”
And that it has. Isle of Games sells a large selection of board games, miniatures, puzzles and brain teasers, and painting and hobby supplies. The store is about 2,700 square feet, and includes space in the back for people to play games. Every time I’ve visited the store, the workers are always very friendly.
What sets this FLGS apart is its large collection of used board games for sale, which, Holton said, brings in a lot of traffic to the store. People can sell their games back for store credit.
Holton grew up as a gamer kid playing Dungeons and Dragons, chess and Monopoly. He discovered hobby games a little bit later in high school. After getting into video games after that, he rediscovered hobby games again back in 2007.
Holton is a big fan of train games, such as Railways of the World, and Power Grid. He said his third favorite game moves around a bit depending on what he’s playing. But owning a game store, of course, takes up some of that gaming time.
“If you want to play more games, you might want to avoid opening a game store,” Holton jokes.
In spite of having less time to play games, “when a family or gamer comes up and thanks you for being open and having the ability to play games and meet with their gamers,” Holton said, “things like that are the most rewarding about owning a store.”
Information and photos
Isle of Games is located at 7747 E Broadway Blvd, Tucson, AZ 85710. It’s open seven days a week. You can find more information on its Facebook page.