Back to the boardgame café, just
two of us this time. With images;
cc-by-sa on
everything.
We started with
Yardmaster,
which, well, if I'd gone into it expecting a game about railways I'd
have been disappointed. You collect "freight" cards, then use them to
pay for matching "railcar" cards to add to your train, but each
railcar must match the one before in either colour or value. It's
basically an abstract game, but a surprisingly deep one, and I quite
enjoyed it. (Points off for relying on colour, though. I'm not
colour-blind but I know plenty of people who are to some extent, and
they'd find it much harder to play this.)
Not as hard as they'd find
Race for the Galaxy,
though, where the resource type given by a planet is only shown by
colour. There's a lot of symbology here, and part of the problem is
right there in the name (as a race game there's really very little you
can do to your opponents). The rulebook seemed over-complex and didn't
do a good job of explaining what were really fairly simple rules. That
said, it was enjoyable and flavoursome, and I'd play again, especially
with more players so that more was happening each turn.
Next was
Waggle Dance,
not the beer but a new boardgame from Grublin Games who published the
appealing but flawed Cornish Smuggler. It's a light worker-placement
dice game: your bees have to raise more workers, expand the hive,
gather pollen and make honey. Since the cards are in a set layout and
don't move around during the game, I was rather surprised it didn't
have a board instead; and the art was distinctly, sorry, "busy", in
that there was lots of extraneous detail that sometimes made it hard
to tell just what was going on. (And the rules sheet, a huge fold-out
affair, is also sometimes a little tricky to follow.) It's another one
that relies heavily on colour, and some of the cubes would be hard to
tell apart in bad light (especially red/orange/pink, a lot more
distinct in these photos than in real life), but the actual gameplay
is rather enjoyable, and this worked rather better for me than the
mechanically-similar Alien Frontiers that we played a few months
back.
I'd been planning to give Red 7 another go, but since there were just
two of us I was persuaded to try
Star Realms,
a deck-building sort of game but not one that devolves into a race
like Dominion: rather, you're balancing trade (to buy more ships)
with attacks on the enemy. Or in my case going all-out to attack,
which won me the game quite handily. One can play with more, but the
core game is for two, which is rare; and it's a deck-builder I don't
hate, which is rarer. Really, the only thing that's a bit clumsy is
the set of cards for tracking one's remaining Authority (victory
points). Reader, I bought it.
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