All of this has happened before and will happen again. Everything comes back around, including games you could swear you’ve played before. Whether they’re remakes, reimplimentations, or rejuvenations, we’re tackling the world of board game revivals. Before what’s old is new, we talk about Agent Avenue,7 Empires, and Stellar Ventures.
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Timecodes:
02:24 – Agent Avenue 07:25 – 7 Empires 18:26 – Stellar Ventures 33:52 – Remakes 39:01 – Blood on the Clocktower 40:55 – Zoo Vadis 48:03 – Dune Imperium – Uprising 54:14 – A Feast for Odin
Thank you to Heart Society for generously letting us use What’s On Your Mind, Kid? from their album Wake the Queens.
One of my more recent discoveries… and it is all about discovery itself: You want to discover the other player’s secret identity, which you do by catching up to them on the circular track. Of course, your opponent wants the same, and so both of you try to go as fast as they can by enlisting the most helpful of your suburban neighbors (all of which are anthropomorphic animals) to your cause. Yet you must always select two cards from your hand for recruiting, place one of them face-up and the other face-down – and then your opponent gets to select one of them (and discover if they made the right choice).
The numbers on the cards signify how many steps you take according to how many copies of the card you have – the Sentinel (Aufpasser) starts slow, but is great with 3+ copies, for the Double Agent (Doppelagentin), 2 copies is the sweet spot, and while the Daredevil (Draufgänger) might be helpful initially, enlisting the third of them will lose you the game.
Can you bait them with the great face-up card and take the even better face-down card for yourself? Or can you trick them into thinking that this is just what you want them to do, so they select the face-down card which turns out to be utter trash? Such are the thoughts of retired agents.
Let’s not even get into the intricacies of the instant victory (by enlisting enough codebreakers) or instant defeat (by enlisting too many daredevils), or the special equipment you can buy from the black market in the advanced version. Agent Avenue has you outwit, outbluff, and sometimes outluck your opponent in 10 to 20 breezy minutes.
I have sung Heat’s praises in general in the farewell post on new-to-me games. Here, let me expand on the Schwerpunkt of its mechanics – heat management. Heat represents the strain on your car. In game terms, that’s heat cards clogging up your hand. They cannot be played (ugh) and not even discarded (double ugh), thus costing you both raw power and flexibility. The only way to get rid of them is to shift down and let your machine recover in low speeds… while watching everybody else get ahead of you.
While you can crash your car (from stress rather than heat), the upturned yellow car was the doing of a player with the flair for the dramatic.
So, should you avoid heat at any cost? – No! You will to take a certain amount of it to win. Sometimes you need to crank up your speed quickly, sometimes you want to boost a movement to put yourself in a position where you can slipstream past opponents. If you have a low-gear stretch soon after taking on the heat, you might be able to shed the heat before it did any damage. The intriguing gamble of how much heat you can incur and how to get rid of it without sacrificing speed is the heart of Heat.
And my favorite non-historical game of the year was…
The Catan Card Game has a special place in my heart. It was the first board game I ever played with my friend F., and after F.s death left only M. and me as two sides of our original Magical Triangle, the Catan Card Game turned into a mainstay of our meetings. We used to play the Expanded Basic Game but tried the Tournament Game this year – which means instead of having all the cards from the base game and potential expansions at your (aleatory) disposal, players use a pre-constructed deck of 33 cards.
My university deck could not pick up steam quickly enough against the raw productive and commercial power of my opponent’s deck.
That provides plenty of personalization. We used a university-based deck and one which aims for fast city construction and trade dominance – two very different approaches which both worked well (one victory per deck). And the joy of playing is complemented with the joy of deck construction. I already have some ideas on my mind for a future deck.
And what were your favorite non-historical games this year? Let me know in the comments!
One of my more recent discoveries… and it is all about discovery itself: You want to discover the other player’s secret identity, which you do by catching up to them on the circular track. Of course, your opponent wants the same, and so both of you try to go as fast as they can by enlisting the most helpful of your suburban neighbors (all of which are anthropomorphic animals) to your cause. Yet you must always select two cards from your hand for recruiting, place one of them face-up and the other face-down – and then your opponent gets to select one of them (and discover if they made the right choice).
The numbers on the cards signify how many steps you take according to how many copies of the card you have – the Sentinel (Aufpasser) starts slow, but is great with 3+ copies, for the Double Agent (Doppelagentin), 2 copies is the sweet spot, and while the Daredevil (Draufgänger) might be helpful initially, enlisting the third of them will lose you the game.
Can you bait them with the great face-up card and take the even better face-down card for yourself? Or can you trick them into thinking that this is just what you want them to do, so they select the face-down card which turns out to be utter trash? Such are the thoughts of retired agents.
Let’s not even get into the intricacies of the instant victory (by enlisting enough codebreakers) or instant defeat (by enlisting too many daredevils), or the special equipment you can buy from the black market in the advanced version. Agent Avenue has you outwit, outbluff, and sometimes outluck your opponent in 10 to 20 breezy minutes.
I have sung Heat’s praises in general in the farewell post on new-to-me games. Here, let me expand on the Schwerpunkt of its mechanics – heat management. Heat represents the strain on your car. In game terms, that’s heat cards clogging up your hand. They cannot be played (ugh) and not even discarded (double ugh), thus costing you both raw power and flexibility. The only way to get rid of them is to shift down and let your machine recover in low speeds… while watching everybody else get ahead of you.
While you can crash your car (from stress rather than heat), the upturned yellow car was the doing of a player with the flair for the dramatic.
So, should you avoid heat at any cost? – No! You will to take a certain amount of it to win. Sometimes you need to crank up your speed quickly, sometimes you want to boost a movement to put yourself in a position where you can slipstream past opponents. If you have a low-gear stretch soon after taking on the heat, you might be able to shed the heat before it did any damage. The intriguing gamble of how much heat you can incur and how to get rid of it without sacrificing speed is the heart of Heat.
And my favorite non-historical game of the year was…
The Catan Card Game has a special place in my heart. It was the first board game I ever played with my friend F., and after F.s death left only M. and me as two sides of our original Magical Triangle, the Catan Card Game turned into a mainstay of our meetings. We used to play the Expanded Basic Game but tried the Tournament Game this year – which means instead of having all the cards from the base game and potential expansions at your (aleatory) disposal, players use a pre-constructed deck of 33 cards.
My university deck could not pick up steam quickly enough against the raw productive and commercial power of my opponent’s deck.
That provides plenty of personalization. We used a university-based deck and one which aims for fast city construction and trade dominance – two very different approaches which both worked well (one victory per deck). And the joy of playing is complemented with the joy of deck construction. I already have some ideas on my mind for a future deck.
And what were your favorite non-historical games this year? Let me know in the comments!
Before the fall fair and convention circuit is coming to an end, I had the opportunity to attend Süddeutsche Spielemesse (Southern German Game Fair) in Stuttgart. As when I went last time, it was a pleasant, laid-back experience.
The game fair is part of a conglomerate of hobby and leisure related fairs which are all held over the same long weekend in neighboring fair halls. As the ticket covers all fairs, you are free to explore everything. That’s great if you go as a group or family with differing interests: Your creative-minded daughter can get all inspired at the arts & crafts fair, your animal-loving son will try to make friends with the cats, rabbits, and camels at the animal fair, your gourmet spouse samples their way through the food fair, and then everybody meets at the game fair because you all love board games. Right?
These folks will go to the board game fair later and play Camel Up.
With that setup, Süddeutsche Spielemesse’s target audience is broad, from the hobbyist to the very casual gamer. Consequently, you’ll find a lot of games outside of the hobby board game niche – from classics like chess and go over sports games to role-playing games. The exhibitors are usually either vendors (game test opportunities are rare), clubs looking for new members (like many of the role-playing clubs), or, my favorite, the big gaming island run in the middle where you can just borrow a game and play it free of charge which gives Süddeutsche Spielemesse a certain convention feel.
At this point, it is tradition that the gaming island remains open until 10pm on Friday, allowing for a beautiful evening of gaming. I met with a friend there and we played three different two-player games:
Northern German cities Hamburg and Altona try to outdo each other – yet while the usual victory point collecting occurs, these only matter if the game runs its full seven rounds. And it is much more likely that one of the cities will decisively outdo the other in one of the four areas of competition (alliances, ships, lawsuits, and prestige) and score an instant victory. With such a plethora of instant victory conditions, you will always feel the thrill of chasing one yourself and being threatened with another by your opponent.
Yes, that’s a concrete floor… all tables were taken already. I report that I am still young and springy enough for this kind of gaming (at least for 45 minutes).
In our game, we both started conservatively, getting a little bit of everything. Then my friend made a play for the alliances and was only one of them short of victory… but I could stave off defeat and counter-punch with ship dominance. I guess more experienced players would be at each other’s throat from the get-go which should make for exciting gaming and high replayability (at a very moderate complexity).
Two players chart their path up a mountain built from a shared supply of tiles, each of which has a unique combination of a color (indicating its row) and number (indicating its file). Thus, you always know that a tile you took cannot be accessed by your opponent – and vice versa. This kind of very abstract game with almost-perfect information is usually not up my alley, and Solstis proved no different. We were both unenthused by its mix of logical planning and high randomness in the rare case of placing a nature spirit. However, each play only took 10 minutes, so we didn’t spend much time to gain the valuable knowledge of what’s not our jam.
Table time! That’s a pretty solid path up the mountain, and you can see a lot of nature spirits in the middle – but one of them (the red one) is the evil spirit of vengeance.
Maybe our highlight of the fair: Agent Avenue pits its two players against each other as retired secret agents trying to catch each other. To unveil the other’s identity, they enlist their suburban neighbors, all of which are anthropomorphic animals, from daredevil wolves over codebreaker owls to double agent vixens. The recruitment comes by “I cut, you choose” – but as one of the two cards the active player offers to their opponent is face-up, the other face-down, there is a spy-appropriate amount of bluffing and deduction. Pair this with a varied, but not overwhelming amount of instant victory/defeat conditions and card effects, and you have a light, but tense contest which resolves in no time at all (we played three times in 40 minutes).
My green figurine is being pursued by the blue one. So far, my crew of agents is decidedly sub-par – the double agent on the left is only effective when you have two of them (numbers on the left), the sentinel on the right also kicks in at two and three, whereas the daredevil in the middle will lose you the game once you collect three of them.
Any games of these that sound like your cup of tea? Have you attended any cool local conventions or fairs recently? Let me know in the comments!