It’s as if it’s more accurate to say Kingdom Builder has many different games in one box rather than to say no game of Kingdom Builder plays the same way twice. It feels that way to me at least, with all the different rule combos possible.

I think it was a worthy choice for SDJ.

I agree, different sets of victory cards massively alter the strategies I use. The strength of Kingdom Builder seems to be how well the design supports these random victory conditions.

If you’re in America it should be in stores by the end of next week.

Sweet!

I’m just happy someone released this Vassal Module.

http://www.vassalengine.org/wiki/Module:Mage_Knight_Board_Game

I get to enjoy some Solo Conquest on my lunch break at work!

Innovation

This game by Carl Chudyk is a journey through innovations from the stone age through modern times. Each player builds a civilization based on various technologies, ideas, and cultural advancements, all represented by cards. Each of these cards has a unique power which will allow further advancement, point scoring, or even attacking other civilizations. Be careful though, as other civilizations may be able to benefit from your ideas as well!

Now available to play online on isotropic

Can anyone here recommend Battlecon? I’m intrigued by the new kickstarter game but not sure about the quality of the cards and the actual game.

I got Kingdom Builder by Queen Games for Christmas and really enjoyed my first game, looking forward to playing again.

I don’t know about the card quality, but the game itself is great! It’s available on iOS, which is where I played it.

I’ve played my physical copy a couple of times and found it fun. For a head-to-head dueling game, I like the addition of the Engarde/Flash Duel like battle line.

The card quality seems fine, although I sleeve all my card games by default. I think there’s a lot to explore with the different character play styles, and there will be more with the new Kickstarter. I backed it.

I should try the iOS version. I have to stop obsessing about Netrunner first.

That’s why I’m asking about it. I still need to get netrunner to the table. My wife says she’ll play with me, but keeps coming up with excuses as to why she can’t play

I finally got to play Clash of Cultures and while it was enjoyable, it wasn’t the game I thought it would be. It looks like a mash up of Eclipse and Civilization, with random maps and a large tech tree. The game is one continual dilemma about which action to take (you get three per round) in order to expand and develop. At the beginning of each turn you receive ‘objective’ cards which you can complete in order to gain VPs. I foolishly ignored those, hoping to boom and dominate the end game. (I think I was thinking too much about Civ the computer game here). One of my opponents focused on objectives and won easily. There was very little conflict because building units and moving them seemed like a waste of actions compared to teching up and expanding cities. I’ve since read that being a military force is a winning strategy- something I’ll have to try next game. Everyone enjoyed the game but the vast array of technologies and their synergies caused some confusion and slowed it down a bit. I was hoping it would be a sprawling empire building game but instead it’s a very tightly focused game with little allowance for sloppiness. Probably the biggest downer is that it ends just when you feel that you are big enough to do something. Otherwise it has great production values and is very easy to understand whilst offering a lot of depth to the game play. I’m looking forward to the next match.

Played Dungeon Command yesterday using the Lolth and Cormyr boxes and had a great time. I recommend them for a balanced two-player miniature skirmish.

So I’ve gotten two games of Archipelago in in the last couple of weeks, one short and one medium- the game has three sets of objective cards for different game lengths (though all three sets can be used with any number of players- so you can still play the ‘short’ game with five players or a ‘long’ game with two).

The game is by Chris Bollinger, of Dungeon Twister and Earth Reborn fame, and is built around a pretty standard worker-placement core. The twists it introduces are map exploration (always a favorite of mine) and a ‘semi co-op’ mechanic.

Map exploration is done very well, and reminds me a bit of an old two-player Kosmos game called Hellas- it produces new terrain to exploit in a realistic and not entirely risk-free way. I like it.

The semi-co-op bit is where things get interesting, and what really ties the theme together. First, everyone is dealt a secret objective card at the beginning of the game. This has two pieces of information on it that are never shown to the other players. The first is a game-end condition- there’s only one baked into the game, and that’s the ‘everyone loses’ mechanic- more on that in a minute. So only you will know that the game will end if there have been four towns built, for example- you check everyone’s at the end of each turn. However, your game-end condition probably won’t have anything to do with the scoring condition on the card. So even if you know the game ends with four towns being built, your card also tells you that everyone will be scoring VPs for most money- also a fact only you will know. So having scoring secrets and not scoring until the game ends, which is also variable, keeps anyone from throwing the game if they think they’re in last place.

So how does ‘everyone lose’? This is the cool mechanic that really ties every decision in the game together. See, the game keeps track of lots of different resources- various kinds of goods on both local and export markets, the total working population of the Archipelago, the total ‘idle’ population of the Archipelago, the level of civil unrest- and they’re all interrelated in deep yet simple to follow ways. For example, if there’s too much surplus food (incidentally driving the price down), the population will go up. As the population rises, the number of idle workers rises, and as the number of idle workers rises, the rebellion grows as they have nothing better to do with their time. There’s two ways to solve this problem- hire the workers into the general population (thus increasing it, which has problems of it’s own), or build churches and other things that pacify and lower the unrest -but building churches takes resources and actions you could spend doing other, more useful, things. If the unrest level passes the population level, they rebel and kick the colonists out, and everyone loses, unless you drew what is essentially the Traitor secret objective, and then you win solely (another reason to not throw the game if you think you’re losing- there’s a chance you could be handing real victory to another player).

The theme is great, and very well-realized in spite of the bog-standard euro mechanics. There are a number of very simple systems that reinforce this theme well. The short, 3-player learning game we played took a couple hours to walk through, and we finished with a fairly narrow point spread. The second, 5-player Medium game was crazy and tense, constantly trying to balance all the various things to keep us ahead of the unrest. We did well for quite a while, but then got his with a big bout of unrest that we just couldn’t handle- too many players had hired too many people, driving the population up, and when the demand for food came, we didn’t have it to feed them, so they revolted and we lost. Both games were great, though, and we’re all eager to play again.

The thing I read about Archipelago is that resources you contribute to prevent the ‘everyone loses’ condition don’t gain you anything personally. This can lead to either everyone refusing to contribute, causing everyone to lose (or the ‘traitor’ to win), or it leads to the people who do contribute just losing (since they are effectively ‘wasting’ resources).

Having played it, do you think that’s the case? Or potentially the case?

Not in my group. Like I said, there’s mechanisms built in to help prevent that sort of thing- no one really knows who’s winning until the end when all secret objectives are revealed. And if you don’t know who’s winning, why wouldn’t you donate to keep the game alive?

Also, in the interest of brevity (err. Didn’t work so well, though, did it?) I didn’t mention that there is also one public objective per game, chosen randomly out of a different stack. One of those objectives basically tracks how much each player has donated to the cause of staving off the ‘everyone loses’ condition, and awards end of game VPs to the players who donate the most. One variant listed in the rule book for players like you describe is to always play with this public objective in addition to another public objective. So at that point you are rewarded for helping out.

Don Q – How long, then, does an average length game of Archipelago take to play with players who generally know what they’re doing?

Well, our first, ‘short’ game with three while walking through the rules took a little over two hours. Probably easily shave half an hour off that now that we’re up and running- like I said the individual mechanics are mostly nothing new. If you’ve played a worker-placement game before, you’ll get the hang of it quickly.

The second, ‘medium’, five player game with the same three players and two newbs, we lost at the two-hour mark, and I’d estimate we were probably half an hour to forty five minutes from the end. Once you’re familiar, I imagine it’ll be a solid medium-length game. Not too long, but not short, either.

I have “Clash of Cultures” but haven’t had time to try it yet. Also looking forward to the new expansion for “Mage Knight.”

I played my first game of “Ora et Labora” a few days ago, and I enjoyed it. It has much in common with “Le Havre” and a little with “Agricola,” but it places more importance on where you place your buildings. That’s a minor consideration in Agricola and no consideration at all in Le Havre. I think it adds a fair bit to the game. In addition, the goods “wheel” streamlines play nicely. We liked it.

I’m also playing “Star Wars: The Card Game,” the new Living Card Game from Fantasy Flight. I like it a lot. It has some unique mechanics, including deckbuilding based on packages of 6 cards and “edge battles” (bidding wars for the edge in battles).

Some say it’s thematically inconsistent, but I personally think it works great thematically, as long as you’re willing to connect a few dots in your head. E.g., main characters can seem a little fragile, but I remind myself is that when they’re “defeated” it’s supposed to bring to mind Vader spinning out of control at the end of “Star Wars,” or Han being frozen. If you think it will bug you to see a rancor take on a space-based unit, then maybe this game isn’t for you. On the other hand, you might get past this if you are willing to envision such engagements as part of larger space-opera battles. Personally, I enjoy a card game in which virtually every card is familiar, and I’ve memorized much of the flavor text before I start playing. E.g.: “You must learn the ways of the Force, if you are to come with me to Alderaan.”

I was going to order either Archipelago or Suburbia (when I ordered the Mage Knight expansion). I went with Suburbia, due to it looked easier to teach my kids. But Archipelago is on my list to pick up at some point in the nearish future…

Don,
Glad to hear you like Archipelago. It seems to be getting very polarizing reviews on bgg. Any problem with players trying to sabotage the game if they aren’t winning?

I got it for Christmas from my secret Santa (along with a bunch of other gaming goodness). but haven’t played it yet. On my list.

Man I played Dungeon Petz last night. Awesome. Lot to think about but enjoyed it quite a bit. Followed by 2 hours of King of Tokyo and Escape. These games are great fillers and great way to end the night, but inevitably people just want to keep playing so they end up being just as long as the night’s main game, not that I mind.

On a side note. Got my wife to play X-wing with me the other night and she loved it (YES!!!) looks like I have a winner.