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Back to basics with X-Wing and Armada

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My wardrobe is full of spaceships. So many spaceships that there’s barely room for clothes. Most of them live in an enormous box which crushes my shirts out of all recognition when it’s squeezed in and out for play. It’s a good job I play with spaceships a lot more than I wear shirts.

Having a cupboard crammed with spaceships is awesome, but it’s also a little tiring. Each comes with cardboard and plastic that must be meticulously selected and laid out before playing. That was, up until recently, where most of the game was in x-wing, and that’s sad. What was sadder is how often I’d ruin the suspension of disbelief just to make a better list.

Take Poe Dameron. Poe’s an incredible fighter pilot, and it shows in his skills and abilities. He’s also an incredibly expensive fighter pilot that you’ll want to preserve to cause maximum carnage and deny the enemy victory points. So, given that his ability lets him benefit from focus tokens without spending them, it makes sense to give his ship an astromech droid which can spend the token to regenerate shields. Right?

Of course it does. Poe with R5-P9 is a great combo that I’ve seen used to great effect in many games. It’s also completely and utterly wrong.

You’ve seen The Force Awakens. You know that Poe would never take to space without his beloved BB-8 and focus tokens be dammed. So, with the Force Awakens base set for X-Wing and one each of the existing expansion models, that’s exactly what I did. I flew Poe as he’d want to be flown. With BB-8 on board, a rookie wingman, and nothing else.

They ran into an ambush on the wingman’s training flight. Three members of the First Order’s Omega Squadron and their fearsome ace. Similarly unequipped with any modifications. The TIE f/o’s caught them in an ambush and smashed down the rookie’s shields with a volley of plasma fire, before smartly executing a k-turn and coming back in for the kill.

Poe screwed up. He panicked, and no matter how much he weaved and used BB-8 to barrel roll, he could barely make it into the fight beyond a couple of stray bolts. The rookie, meanwhile, took a deep breath, concentrated on the force and flew straight and true into the heart of the enemy swam.

When the dust cleared, only Omega leader was left flying and the rookie, his hull hanging together with prayers and sticky tape, joined up with Poe and caught the wicked ace in a murderous crossfire. Game over.

It was simple. It was fast. And it was brilliant.

Armada had the same feeling of freshness when it was first released. That’s part of what I liked about it: a rich, epic game that played in a couple of hours and didn’t need lots of pre-prep work. What mattered were the decisions you made on the table, more than the ones you made beforehand. Wave 1 didn’t overburden that dynamic too much, and the game did need a few more ships.

So now we’ve got wave 2 and so far I’ve picked up the rebel releases. How could I not, with Admiral Ackbar coming in the Home One expansion and giving me the chance to shout “it’s a trap” when my fleet came into contact with the enemy? Plus, Home one and the MC30 rebel frigate are sweeting looking models. The Frigate also promises to bring some much-needed black dice firepower to the Rebel side. I still haven’t tamed my inner wargamer enough to resist pre-painted plastics.

Throw in the Rogues and Villains expansion and you’ve got a plethora of ships to play with. And that, for the moment, is all I care about. So I’ve started doing the same there – forgoing lots of detailed upgrades in favour of a fleet commander, a couple of capital ships and a few characters and fighter wings.

It’s hard to leave out Han and the Falcon when you’ve got them in your collection. You can even take the little plastic ship off its stand and perch above the bridge of a Star Destroyer if you’re a real geek.

The first time I ran a list like this was against someone who’d tooled up with upgrades just like usual. Because there’s still not a fleet builder for Armada that actually prints the card effects on the output sheet, it took a while to get set up. I’d seized on the concept of using Garm Bel Iblis and just taking as many ships as I could, to maximise my free tokens. It seemed like a good plan. It wasn’t.

In truth, it was a massacre. I didn’t play well, treating it more like X-Wing and going in all guns blazing than the more thoughtful approach required for Armada, but even so, I don’t think I took out a single Imperial big ship. Upgrades, it seems, are more important in Armada than they are in X-Wing. Which makes the lack of a fully-featured fleet builder all the more annoying.

Such an awful loss was partly down to an unfortunate feature of Armada that I don’t think I’ve spotted before. With the range ruler literally allowing handfuls more dice to be thrown between range steps, tiny distances can make a big difference in the outcome. His Gladiator-class Star Destroyer was in black dice range on a critical turn, and my MC30 wasn’t. If the opposite had been true, it might have been a very different outcome.

Frankly, I stopped playing miniature games to get away from exactly this sort of thing. But I like Armada too much to hold that against it. So next time, I think I might make both lists. Hang the upgrades and just take Akbar and Home One squaring off against some big Star Destroyers and squadrons, just like the denouement of Return of the Jedi. I’ll get to shout “it’s a trap!”, and I’d urge you all to do the same.

Ticket to Ride: United Kingdom & Pennsylvania Review

I’ve nurtured a long, slow hatred of American cultural imperialism. As a developer, having to spend every working day spelling “colour” wrongly in your code will do that to a man. So, petty as it is, wherever possible, I’ll pick a British version of a thing over an American one. And if a British one doesn’t exist, I’ll seethe quietly while I wait for one.

So it feels like about time that there’s a local version of Ticket to Ride for me. With it being such a great family game, my kids know the routes between Seattle to Atlanta and Essen to Sevastopol better then their own home town. Now they can learn the way around their own country too, with the help of some little plastic trains from either original set.

Or perhaps they can’t. It turns out that this is one of the least family-friendly iterations of the game yet released. Its gimmick is the addition of technology cards, which you buy using locomotive cards as currency. To support this the box has a whole new card deck with extra locos. Plus a new rule that allows you to cash in any four ordinary cards instead of a locomotive. So that’s more rules and a whole slew of new technologies to memorise. No hurdle for hobbyists, but it’s a steep slope for regular family folk.

At the start of the game you can only build poxy 2-space routes in England. If you want to build longer routes, build ferries, build in Ireland, Scotland or Wales you’ll need the appropriate technology to do so. Plus there are more esoteric options, like tech that gives you extra points or lets you cash in less cards for a route.

With all these new options on the table, it looks like a recipe for some new strategies. In reality, however, they function more as limiters. Everyone needs to be able to build longer routes to succeed. It’s hard to imagine doing well without building ferries or outside of England, too. So buying these is a given. As for the other stuff, well, let’s just say I’ve never seen a technology heavy strategy win.

Conversely, there’s a massive ten-space, 40 point route on the board and I’ve never seen anyone claim that and lose. It looks like a bit of a game breaker, although people who’ve grabbed it do tend to fail a few tickets.

In summary, it seems to add extra rules and extra luck of the draw for no particular extra gain. I’ve no problem with the latter, as Ticket to Ride is inherently a luck-heavy game. The former is less forgivable, though. So unless you have a particular geographical bee in your bonnet like me, there’s no real reason to favour the UK map over the vanilla one.

But wait. What’s this? Tucked away on the corner of the cover like an embarrassing elderly relative, there’s a little logo that says “Pennsylvania”. If you rummage in the box there’s a few more cards with funny pictures on. If you flip the board over, there’s another map, another bit of god-damn America.

The new mechanics for this map are a lot more easily digestible. Each time you claim a route, you can grab a stock certificate from one of several rail companies associated with it. At the end of the game, players total up their stocks in each company and get bonus points depending on how many they got. Simple.

Yet what looks like an afterthought turns out to be the better of the two maps. Those stock certificates are mean. They’re kept face down which means you have to try and keep a running tally of what other people are collecting. Unless you’re a human calculator that rapidly becomes impossible. So every selection becomes a cauldron of paranoia, as you wonder whether the card you’re picking is worthless, or a game winner.

Plus, each company operates on a small sub-area of the map. To maximise your points you want to spread widely. So that’s another thing to plan alongside making your tickets and gunning for the longest route. With plenty of blocking opportunities too, the game becomes gloriously brutal. And with both tickets and stock points waiting until the game end, there’s uncertainty right up until the last minute.

So the UK map is only for real Ticket to Ride enthusiasts. But Pennsylvania may be the best variant of the original game I’ve played. It’s almost a shame they made you pay for them both in the same box. Much as I hate to admit it, America wins again.

Barnes’ Best- 2015 Game of the Year Awards

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It’s been a great year for games- and not just because I played and reviewed more this year than I think I ever have before, but because there were a number of really high quality, innovative releases that came both through traditional publishers as well as crowdfunding. My collection has a high turnover rate- I don’t keep games that don’t get played regularly beyond the review period- but this year I found myself constantly struggling with finding space to put new games that I want to keep around for a while.

So of course it’s the last day of the year and it’s time to hand out the Barnes’ Best Awards. This year was pretty tough, and I had something of a dry run with the Win, Place or Show feature I ran over at Miniature Market’s Review Corner. I picked three games there- all three are represented here as well- but I was limited to games that Miniature Market stocks. Which actually cut out my Game of the Year choice. I’m also once again changing the format because I can do that, so that I can make sure that the runners-up get their time to shine. Let’s get right on with it then.

Barnes’ Best Honorable Mentions

These are all great games that I felt deserved at least a curtain call before we hand out the awards and head into 2016.

Broom Service- Like a lot of modern Eurogames, this one made a big splash and then sort of disappeared. It sold out as soon as it came out. It even won the Kennerspiel des Jahres. But it’s quietly shuffled away, out of the limelight. Which is a shame, because this is a charming family game with a toothy edge- and a really cool “brave witch”/”cowardly witch” mechanic driving the action. I still love this game, and I find myself trying to get folks to play it quite a lot. If only my kids were just a little older.

XCOM– It’s kind of been shunted off to the side now, but Eric Lang’s “other” 2015 release was a compelling, innovative game that used an app that everyone worried would be obsolete ten minutes after it was released. This was a cool co-op that tried a few new things…and scared away the old folks. It definitely qualifies for a spot on the list.

Blood Rage– And here is the Eric Lang game that everyone liked. Blood Rage is a stunning piece of design work, demonstrating a level of discipline and restraint rare even in the hybrid sector. It’s more Eurogame than Ameritrash in many ways, but it is just about as bloody and breakneck as any other game out there. A great production rounds out one of the best packages of 2015.

Space Cadets: Away Missions– Dungeoncrawlers were a dime a dozen in 2015, but this is the one that had the most heart and the most fun to offer. The golden age sci-fi setting paired up with a couple of exciting, innovative mechanics made for one of the year’s best examples of the genre.

Argent: The Consortium– Level 99 doesn’t make bad games, I’m convinced. But Argent: The Consortium is the best thing they’ve done to date. This is a heavyweight worker placement game that dares to be openly confrontational, competitive and cutthroat. Rich with detail and narrative, Argent would be the best Harry Potter game of all time…if they had the license.

Evolution– Dom Crapuchettes took a Russian card game design and built a surprisingly narrative, thematic game on it. Evolution is really quite simple, but just like in biology things can get complicated pretty quick. I love how this game effectively creates a different biome with each play. The Flight expansion only made it better.

Magic: The Gathering: Arena of the Planeswalkers– After much angst over whether or not Wizards of the Coast and Hasbro would support this sort of sideways resurrection of Heroscape, the deliverable was a top-notch mass market game with plenty of fun right out of the box. It of course did leave me wanting more, but this game has nowhere to go but up. If the powers that be will let it.

Risk: Star Wars Edition– 2015 was the year that Star Wars returned, and this $25 mainstream title completely surprised everyone by turning out to be a redevelopment of the old Queen’s Gambit design from the Phantom Menace. But this time, the action is set during the three-layered Battle of Endor that closes out Return of the Jedi. Simple, fun, full of drama and loads of Star Wars love.

Before I get into the “big” awards, I want to hand out a special merit badge for Most Improved. This one goes to Star Wars: Imperial Assault. I did not like the core box when I reviewed it late last year. I didn’t feel like it captured any sense of Star Wars, and I didn’t care for the Descent-derived mechanics. After a great mini-campaign expansion (The Twin Shadows), numerous villain and ally packs, and a new Hoth addition, I’ve come around on it. Not quite 180 degrees, but when my friends ask me to bring it over I don’t cringe. Both the skirmish mode and the campaign have improved greatly with more content

Now, the Barnes’ Best Awards for 2015.

2nd Runner Up

Warhammer Quest: Adventure Card Game– I’m kind of surprised that this little game beat out some of the above, but pound for pound this is one of the best card games on the market. It blows its competitors out of the water by offering a rich, challenging dungeoneering experience with meaningful cooperation, interesting mechanics and a genuine sense of that old Warhammer Quest atmosphere. I keep coming back to this game- specifically the Delve mode- over and over again and I come away satisfied every time. It’s the game that I wanted the Lord of the Rings LCG and Space Hulk: Death Angel to be. It’s also the game that I wanted Pathfinder to be. Adam and Brady Sadler completely knocked it out of the park on this, and I think with expansions it will be a game we are talking about throughout the next year.

 

1st Runner Up

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Shadows of Malice- I don’t think any game touched me in 2015 quite the way that Shadows of Malice did. I requested a review copy of this game from one-man-band Jim Felli almost exclusively because it looked so different than anything else from the graphic design to the concepts to the gameplay. And it is very, very different. It’s lean, spare and minimalist but it somehow manages to evoke the same kind of storytelling and engagement that a great D&D campaign or a game of Magic Realm might. It’s a little awkward, a little alien but once you dig into Mr. Felli’s unique vision, an incredible adventure game like no other unfolds. Compared to other, similar designs this game felt like something on the vanguard- daring, risky and challenging.

 

BARNES’ BEST GAME OF THE YEAR 2015

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Cthulhu Wars- It’s something of a Cinderella story for this $200 gorilla because I never thought I would cover it- let alone own it. But Sandy Petersen and his gang agreed to send me one, and I’m glad that they did because it turned out to be my favorite game of the year. It was also the most surprising game of 2015- it wasn’t bloated or underdeveloped at all like most crowdfunded games. Instead, it was lean and quick, managing to feel both old school and forward thinking at the same time. Of course, the production was just insane, with HUGE plastic figures that managed to pop even my miniatures-jaded eyes. Above all else, Cthulhu Wars provided some of the most fun sessions I had all year and I’ve found myself counting down the days until the next wave of expansions ships- I can’t wait to see how the other Great Old Ones, maps and other features work in this system.

So that’s it folks, everybody go home. Wait…what’s this then…apparently there is another. I’m so sorry, there has been a mix-up. One of the games of 2015 is upset because it did not get a medal. So I’m going to go ahead- on behalf of my children, River and Scarlett- and invite this game up to get the MOST AWESOME GAME OF 2015 Award.

Ladies and Gentlemen, LOOPIN’ CHEWIE!!!!!!!!!!!!

Bolt Thrower: #2015 Game of the Year

This time last year, I was so tired of the generic nature of most new board games that I’d started to wonder if my favourite hobby had passed its glory days. I’ve never been happier to have been proved wrong. After a couple of years of wretched releases, 2015 has been a stellar time for tabletop gaming.

When there was so much chaff in the machine, I couldn’t bring myself to do much more than pick a top three for my best-of-year posts. Sometimes it was difficult to find even three. This time I’m faced with an embarrassment of riches. I’ve never liked the idea of honouring games by category: it feels artificial. If the two best games this year were both dexterity games (they weren’t) then both deserve a mention.

So here’s what were going to do. I’m going to run through my favourite games of the year and, at the end, pick one for game of the year. But they’re all fantastic. All worthy of your time and money.

Before we get stuck in, I have to admit that there’s one title that ought to be in the running which I haven’t played. That title is Pandemic: Legacy. Not being an enormous fan of the original, I passed on this at first. By the time it became a must-have game and I wanted to review it, everyone else had it already. Hopefully there’ll be time for a review in the new year. I might think that Pandemic is merely average. But since I opened Risk: Legacy this year and it became my sixth-ever top scoring game, I ought to see how the legacy concept works with other systems.

Now, on with the show.

Star Wars: Armada

X-Wing looked fantastic on the table, but it felt more like a crapshoot than a tactical combat game. That’s slowly changing but, however good it gets, it’ll never offer as much game as Armada does. And even with unpainted fighters, Armada still looks the biz when it’s laid out. I was playing in a pub once, and a complete stranger came over and started taking photographs, muttering “that’s mint. That’s fucking mint.”

I’d argue it’s actually more accessible than its older brother due to fewer ships and upgrades and a more predictable play time. So, easy to pick up, fantastic looking, rich and deep to play: what’s not to love? Well, the price, I guess. But you don’t need a lot of ships to build a fun, functional fleet.

Specter Ops

The sorts of games we love are often bloated with rules and components in place of actual theme. Sometimes this works, more often it just gets in the way of enjoyment. Yet when designers try to strip these things away to make shorter, simpler games, often all that’s left is a hollow shell.

Specter Ops is the grandest refutation of that conclusion I’ve ever seen. You can be up and playing in minutes yet you might end up playing for hours and hours over the shelf-life of the game. It’s built taut, asymmetrical and full of cunning deduction on a foundation that looks flimsy, but is rock solid.

Fury of Dracula 3rd Edition

Hidden movement is one of my favourite mechanics, so getting two top titles in one year is a real treat. And with the original Fury being one of my favourite games, it’s no surprise I see 2015 has being an out of the park year for quality.

You’ll need to put in a bit of work to figure this one out, but it does play fast and it’ll reward you a hundredfold. Dense, claustrophobic and slipperier than a box of frogs yet still full of depth and crazy see-saws of fortune. It’ll suck you in and never let you out.

Codenames

People have been mining the seams of social games and word for so long that it’s rare anything of value turns up. So imagine my surprise when a designer known for mediumweight thematic titles turned up a great title that was novel in both genres.

The best thing about Codenames is its chameleon-like ability to be all things to all people. It works co-operatively or competitively. You can play it hard or for laughs. Teams can play it just as well as individuals. Whichever way up you turn it, it’s still just as much fun.

Churchill

You’d not think, to look at the box or read the rules, that this is perhaps the deepest game I’ve seen in years. It looks and smells like a negotiation game, and there’s plenty of that to do. Yet underneath are layers and layers of mechanics to puzzle over and perfect.

That it presents such a compelling piece of alternative history too is just the icing on the cake. With such variety and replay value, Churchill would go on my “if you only had 10 games” list without a second thought.

And the winner is …

In keeping with the quality of this year’s games, this is the hardest choice I’ve had to make for some time. So I’m not going to make it: I’m going to let my friends and family do it, without them knowing.

They’ve had a great time with all of the games on my shortlist. But there was one that got asked for over and above the initial wow-factor of any well designed. One that got worked over, worried at, examined in a fierce competition to be the first to be best. One that shut out the world outside more effectively than the rest.

That game is the new edition of The Fury of Dracula.

I had always dreamed that one day, someone might be able to shoehorn the best bits of the two previous editions into one box, but I never really believed it would come true. Yet there it is, a special Christmas present for me. And for all of you, too, if you’re lucky enough to find one under the tree. Have a great solstice.

Codenames Review

I love me some Vlaada Chvatil. I delight in his imagination and skill in welding together unlikely elements to create brilliant games. He likes pushing dexterity into unlikely place. Or adding depth of strategy to genres and mechanics that have not, traditionally, had much. So it came as something of a surprise to find that his latest game, Codenames, is a simple party game.

Except, of course, this is Vlaada Chvatil. And that means appearances can be deceptive.

The little box is full of double-sided cards printed with single words. Lay twenty five of them out in a five by five grid and divide the players into two teams, each one of which has a spymaster. He knows which eight of those cards will score his team points if they can find them, but he can’t just say which they are. Instead he can only give a one word clue. One word to bring them all. One word to bind them. One word to hopefully indicate as many cards as he can in one go.

It’s easiest to explain with an example. In one game, where I was the spymaster, among the cards my team had to guess were “vet”, “teacher”, “agent”, “spy” and “fireman”. So I said “jobs, five”, with the number indicating how many cards my clue pertains to. Otherwise, had my spies gone over and started guessing the wrong names they’d be handing points to the other team. Or, worse, picking out the hidden assassin card for an instant loss.

One word, five cards. Easy, right? Well, you’d think so. But I’ve given you a poor example in the interests of quickly illustrating what the game is about. Because the reality is that the game is often fiendishly hard. Fiendishly, brow-sweatingly, terrifyingly hard. In my experience finding a single word to tie two cards together is a tough ask. Three is a minor miracle. That five was a one-off, and we won.

What makes it all the more difficult is that if your team picks a word belonging to the opposing crew, you’re hit with a double whammy. Your turn ends and the opposition gets a bonus point. So you must never, ever give a clue that might indicate one of their cards or, worse, the assassin. Easy enough in theory. In practice this is almost impossible.

Say you’ve got “apple”, “sink” and “cook” down. Great, that’s three food-related cards in one go. But there’s also “oil” down there, tagged as an enemy agent. How on earth can you come up with something to link there first three without also risking your team picking the latter too?

These conundrums drive the game. It doesn’t help that your team will instantly turn into dunderheads when you’re the spymaster. Suddenly unable to pick up on even the easiest of your subtle lexical allusions. It can also be slow to try and think of the best clues. There’s an egg timer in the box for good reason.

It’s rare that you can really learn something from a game, let alone one this simple. Yet Codenames illustrates with dreadful ease the vast chasms that exist between the words we speak to one another. The huge gulfs of misunderstanding and confusion into which we often stumble at great cost to our relationships and our jobs. Playing Codenames will make you a better, clearer communicator. That’s a great reason to play it.

Another great reason is that it has vast appeal across groups of gamers and non-gamers alike. That’s because it relies on concepts of language that everyone understands, yet is a real struggle to play well, . It doesn’t even have to be played competitively. With less than four players there’s a co-op variant where you play against the clock, but it upscales to more players perfectly well. You can take it anywhere, play it with anyone, which is a brilliant trait in a party game likely to be owned by gaming geeks.

The one problem that you might find with it goes back to my original example. Remember how I said the four was a one-off? I got that because I was lucky enough to have four cards with a very clear association between them. When I’ve managed to get threes, it’s been the same: down as much to luck and skill. So the difficulty level in the game is very unpredictable. That in itself wouldn’t be an issue except, depending on how the cards fall, it might be that one team has a much easier grid of clues than the other.

It happens more often than you’d want. But on the other hand games only last about fifteen minutes so if you get a one-sided game you just flip the double-sided cards cards and try again. You’ll want to, and so will all the other players too.

Who knows. Maybe it’s just lack of skill that stops me from getting two cards to a clue without a lot of luck. Perhaps I’d better play another game to practice and find out. Perhaps I’d better play another ten.