The Cast Are Dice 2013

This weekend is the annual games convention in Stoke-on-Trent, The Cast Are Dice. It runs from 10.00am-10.00pm on Saturday 10th August and 10.00am-8.00pm on Sunday 11th August at Stoke on Trent Sixth Form College ST4 2RU. All the details can be found here.

I’ll only be there on the Saturday but am looking forward to the event as always. And Nick should have copies of Robinson Crusoe, Mascarade, Hey Waiter, and the Dungeon Twister Card Game for me to pick up. Anyone want to teach me Robinson Crusoe?

Review: Bora Bora

What’s it all about?

Bora Bora is a complex game for 2-4 players designed by Stefan Feld and published by Ravensburger (Alea). It is set on the Polynesian island of Bora Bora and players are trying to develop their society by exploring, building huts, fishing, collecting shells, praying in the temples and making offerings to the gods. It is typical of the designer as there are multiple strategies to explore and it is really just optimising how you gain the most victory points during the game.

What’s in the box?

The box is really heavy as there are a lot of components. There is a main player board depicting the island and lagoon of Bora Bora as well as a number of separate areas for the various tile displays, status and scoring tracks. There are individual player boards, the right half of which is used to track progress in the various tasks you are trying to achieve; while the left half gives a useful reminder of a number of elements of gameplay. There are wooden pieces in each player colour as well as wooden resources for sand, stone and wood. There is a deck of 60 god cards in five different varieties that are used to help players in achieving their objectives. And then there are over 250 cardboard tiles and tokens representing the various currencies and objectives the players are trying to achieve. These are nice and thick and beautifully illustrated. Oh, and last but not least there are three dice in each of the four player colours.

How does it play?

I’m not going to give a full run-down of the rules because it would take forever and I would point out that teaching these the first time is going to take quite a while – a full explanation could take twenty minutes or more – but that is because there is so much going on in the game. However, the gameplay is pretty straightforward once you understand the basics. You just have to appreciate that there are lots of options available to the players.

The game runs over six rounds and each round has three main phases: a Dice Action phase; a Man/Woman Action phase and a Resolution phase. The Dice Action phase is the key part of a round and involves players allocating their three dice to a five types of actions.

Firstly, you can expand and place a hut in a new area of Bora Bora. This can either be via land or sea and is limited by the number shown on the die allocated to this action. Expansion also yields a resource or an offering to the gods, plus an option to gather fish from the new area by using an appropriate offering/god card.

Secondly, you can recruit a Man or Woman tile, each of which gives you the opportunity to carry out a Man/Woman action in the second phase, as well as the ability to gain status points or shell tokens when you use a Helper action

Talking of which, a Helper action gives you, depending on the value of the die allocated to it, a choice of taking status points or shell tokens (from previously acquired Man/Woman tiles), victory points, offerings to the gods (which are the currency needed to play the sometimes vital God cards), resources (needed for constructing buildings), or clearing a hut from a space on your player board to enable you to recruit more Man/Woman tiles.

Fourthly, you can place a priest in the Temple area of the main player board. A higher dice allocated to this action will mean the priest is more likely to remain in play for longer and priests give you points and God tokens in the third phase of each round.

Finally, you can construct a building by surrendering the resources you have collected while expanding (the first dice action) and this will generate immediate victory points, with building in earlier rounds being rewarded by more points than building later on.

And that’s just the first phase – don’t worry, the other two phases are more straightforward. However, the clever part of the first phase is the way in which dice are allocated. The first player to allocate a die to a particular type of action can choose any value of die. However, anyone who subsequently wants to use the same action can only do so by playing a lower value die than the last one played to that action type. This makes for some interesting decisions where by playing a lower valued die to an action, you can freeze an opponent out of using that action. In extremis, I should also mention that, if you do get completely stuffed and can’t use a die for one of the main actions, there is a consolation action that just gives you 2 victory points for each die not used – not an action to be used by choice really.

Phase two of a round allows players who have collected Man/Woman tiles to use the actions of those tiles. Each round, a player can choose to use one Man action and one Woman action and these give a multitude of benefits – there are twelve different benefits depending on the tile acquired.

Then the final phase, the Resolution phase, involves four things to be resolved. The Status track gives victory points for progress along that track during the round. The Temple track gives victory points for each priest in the temple and a God token (a wild God card) to the person with most priests in the temple. Each player has the chance to buy a Jewelry tile by spending shells and these give victory points at the end of the game. Then, finally, each player has the option of completing a task tile. Players have three task tiles allocated to them at random at the start of the game and should work towards completing them through the other achievements they fulfil during the game. Fulfilling a Task tile gives victory points and a new task is chosen so the players always have three tasks they are working on.

After six rounds, there are some end-game bonuses and whoever has accumulated the most points is the winner.

What do I think?

Phew! There is definitely a lot going on in this game and it is not one I would recommend for the typical family gamer. It is a serious game and players need to think about the plethora of choices that confront them and try and work out a strategy they think will work. Not that there is one obvious dominant strategy to my mind. To an extent, you are forced to work with what the dice rolls present you and where you are in turn order. Although going first gives you an advantage for choosing your first action, if people have played low dice before it gets round to your next turn, that’s going to make life difficult, although certain God cards can help.

I’ve played the game with both two and four players and each worked very well. The Dice Actions available in the first phase are modified dependant on the number of players and this ensures that there is still enough tension in the two-player game although four-player leads to more crowding, particularly on the Temple track.

This is quite a long game so you need to be prepared to invest some time in it. Our first four player game took three hours and the two-player was well over ninety minutes, although familiarity will obviously bring the time down. That said, the game has so much going on and so much to think about that it doesn’t seem that long when playing. I think this is a great choice of game for the experienced game player who doesn’t mind the abstract nature of Eurogames. The theme works ok but, as with most Stefan Feld games, it is the mechanisms that make the game rather than the theme. However, I’m quite prepared to forgive lack of theming for what I consider to be a very solid and thought-provoking game

Note: I was provided with a review copy of the game.

Wayback When? – August ’93, ’98, ’03, ’08

Wayback When? is a review of the games I was playing five, ten, fifteen and twenty years ago with me highlighting the most memorable titles of each particular month in the vain hope that I might dig out some of them to play again. This month we’re looking at August 1993, 1998, 2003 and 2008.

  

August 2008 saw me play a respectable eleven games during a traditionally slow holiday month. The two highlights were clearly Tinners’ Trail, the Martin Wallace game about pasties and tin mining in Cornwall, and Sushizock im Gockelwock, Reiner Knizia’s slightly more interesting dice roller from the same family as his earlier Pickomino.

2003 had a very poor August for game playing with only four recorded for the whole month. However, among these were the distinctly average Ad Acta and Cannes and the slightly better, but still not great, Crazy Race from Michael Schacht.

If 2003 was poor, 1998 was worse with absolutely nothing new played during a month when I only played five games.

  

1993 was a much better month helped by attending the second of the short-lived Stakiscon conventions in Nottingham. Twenty games played during the month with a number of good new ones: $GREED was for a long time our go-to holiday dice game, Café International is a nice tile layer which won the Spiel des Jahres, Shark is a good business game reminiscent of but not quite as great as Acquire, and Tutanchamun is another of Reiner Knizia’s clever set-collection games where you move down a path to collect the tiles you want but can never move back.

July 2013 roundup

In July, I managed to play 23 games of 20 different titles, 6 of which were new to me. The new games were The Manhattan Project, Dicht Dran, Legendary: Dark City, Space Hulk: Death Angel – The Card Game, The Hobbit: An Unexpected Journey and Diavolo.

I added ten new titles to the collection which were The Hobbit – An Unexpected Journey, Escape: Quest, Space Hulk: Death Angel – The Card Game, Oddville, Masques, Diavolo, Legendary: Dark City, Dicht Dran, Sonne und Mond and a review copy of Bora Bora that turned up on the last day of the month. My unplayed games list stands at 26 this month and game of the month was a close call with Space Hulk: Death Angel narrowly missing out to Legendary: Dark City.

Another Great Escape

Arrived home today to find the final part of my Escape Kickstarter pack had arrived at last. This comprised a cloth bag to keep the game in (which is never going to get used) together with the second expansion for the game – Escape: Quest. This adds more chambers, a ghost meeple used in one of the chambers and some character tiles. I expect the expansion will be on general release in the next week or two.

Holiday gaming – July 2013

Just back from a week in Gran Canaria with Jan, Cat and Becky. As usual, I managed to pack a few (14) games and we managed to play ten of them during the week. The games I packed but didn’t play were Jaipur, Mystery Rummy: Murders in the Rue Morgue, Tien Zi Que and Keltis; Das Kartenspiel. However, we did manage:

Sunday: Drecksau, Clubs and Qwixx

Monday: Archaeology: The Card Game

Tuesday: The Hobbit Card Game, Love Letter and Space Hulk: Death Angel (solo)

Wednesday: Dominion: Intrigue

Thursday: Coloretto

Friday: Hanabi, Space Hulk: Death Angel (solo)

Now that’s interesting!

I’m not sure how far this is down Ystari’s development chain but I have to admit that when I saw this image I was intrigued as to what the Doctor might have in store for us this time. And Sebastian Bleasdale has done some good work recently, especially with Richard Breese on Keyflower.

Spiel des Jahres – Winners announced

Well colour me surprised! And pleased that the SdJ jury chose the winner of this year’s award to be Hanabi, deigned by Antoine Bauza and released by Abacus Spiele. Turning to the Kennerspiel des Jahres, this went to Legends of Andor, designed by Michael Menzel and published by Kosmos. Two co-operative games take the awards which is an interesting development. Admittedly, co-op games are becoming a lot more common than was the case ten years ago and they fit quite well with the aim of the award in promoting families getting together to play games. However, they are not to everyone’s tastes although I am a fan of co-ops when they are done well. Hanabi is definitely one that is done well. I’ve not tried Legends of Andor so maybe it’s time I tried it. Congratulations to the winners.

Spiel des Jahres Announcement tomorrow

The winners of this year’s Spiel des Jahres and Kennerspiel des Jahres are announced tomorrow, 8th July. If you recall, the nominees for the main award were Augustus, Hanabi and Qwixx and those for the KedJ were Brugge, Palaces of Carrara and Legends of Andor. So, what do I think will win?

Augustus and Legends of Andor are my picks. Although we didn’t really rate Augustus as a six-player game when we played it, and I would love it if either Hanabi or Qwixx won, Augustus is the kind of big box game with expansion potential that the jury loves. As for the more complex game award, Andor looks good and a co-operative game would make a novel winner. Palaces is a game I would like to see win but nobody is giving this a chance whereas I’ve not yet played Brugge although I’m sure it’s typical Stefan Feld so could be in with a chance.

Wayback When? – July ’93, ’98, ’03, ’08

Wayback When? is a review of the games I was playing five, ten, fifteen and twenty years ago with me highlighting the most memorable titles of each particular month in the vain hope that I might dig out some of them to play again. This month we’re looking at July 1993, 1998, 2003 and 2008.

July 2008 was nearly as barren a month as June for game playing but, although I only played four games, two of those were the first plays for Agricola and Uptown. In 2003, I went one better in terms of total games played but the highlights were not as spectacular as in 2008. Blokus is a pretty good abstract, which we ought to try again soon, but Mammoth Hunters was a very forgettable game from the normally reliable publisher, Alea.

 

Fifteen years ago, the only new game I played in July was the fairly entertaining, Power, which I still have somewhere in a storage box – should I dig it out – while in 1993, I got to play the classic 6 Tage Rennen, a game I’ve never acquired but enjoy every time I play it.

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