It’s three years later, and I’m still playing Pathfinder Adventure Card Game. With a total of 87 plays (including 39 of the original Rise of the Runelords game), it’s on the verge of surpassing Dominion as my most-played deckbuilder. During those three years, Paizo has also released three new adventure paths for PACG — essentially, three different games using the same core systems. So this week I’m going to look at each of these variants and see how each has changed the deckbuilder genre, for better or for worse — or alternatively how they changed the other major aspects of PACG’s gameplay, which fall into the cooperative gaming and adventure gaming genres. If you’d like to read my previous articles on PACG, take a look at A Deckbuilding Look at Pathfinder Adventure Card Game and Return to Pathfinder Adventure Card Game — The Campaign. Continue reading
I was fooled by AEG’s Trains-Plains-and-Automobiles (“Destination Fun”) branding, which is actually three different games with three different mechanics. Except Automobiles is a bagbuilding game, so it actually is in the same category of gameplay as Trains, and even offers the same mix of relatively simple ***building play with a physical board.
In Automobiles,you’re racing cars around a track. Each turn, you pull some cubes from the bag, and use those to your benefit. White, gray, and black cubes move you around the track in specific lanes — but they also give you worthless brown wear cubes. Special blue, green, purple, red, and yellow vary their effects from game to game and tend to give you improved movement on the track, improved purchasing power, or the ability to junk those annoying wear cubes.
Each turn you’ll use some of your cubes to buy new cubes and some for their special powers. The ultimate object is to get around the track faster than your opponents.
I’ve been keeping track of my games played for almost fourteen full years. That means that I have a pretty robust listing of games that have worked well enough to get numerous replays from me over the years. They represent a set of great games, with features that any would-be great game could endeavor to repeat. So this week I’m going to go through my listing of those top games and offer my opinions on either of their best features — the ones that make them so worth playing and replaying. Continue reading
It’s been over a decade now since Mac Gerdts produced Antike (2005). Its core mechanic was simple but innovative: allow players to take actions for their turns, but place all of those actions in a circle (on a rondel). Then, limit how far a player can advance on the rondel each turn. In Antike, you usually move just 1-3 spaces on the 8-space roundel, but you can spend resources for more advancement.
This limits players how often players can take specific actions. The result is an interesting puzzle of play. How can you successfully combine together several disparate actions to make a winning strategy? Do you streak around the rondel to get to the “good” actions more quickly, or you do slowly edge around to get a little of everything?
A designer can also have a lot of fun with the rondel, choosing whether to put the same action on multiple spaces (such as the duplication of the “maneuver” action in Antike) and choosing how to arrange all of the spaces to maximize efficiency, to maximize player frustration, or toward some other goal.
Valley of the Kings is an older game from AEG that’s one of the smaller deckbuilders, coming in at just 96 cards. Though a lot of its mechanics look familiar, there’s also enough variation to keep things new and interesting.
Valley of the King already has two standalone expansions: Afterlife and Last Rites.
In Valley of the Kings (2014), the object is to leave behind a great tomb. Much of the basic play is what you’d expect. You play cards for either special actions or for gold, which is used to buy additional cards. However, each turn you can also “entomb” one card: you basically filter it out of play.
The catch in Valley of the Kings is that your entombed cards make up all your points. And, it’s entombed sets of cards that really score. If you entomb a bunch of different cards all in the same set, then you score a bunch of points! Continue reading
Tile-based city building games are among my favorites. That’s in large part due to the creativity that they introduce. I mean, I’m one of the generation that grew up with SimCity (1989), obliviously building until the sun began to flood into my college dorm room, suggesting that it was time to be off to bed. I love being able to put together the puzzle pieces of a city, and a good tile-based city builder lets you do that.
When I’m talking about tile-based city builders, I’m specifically limiting my consideration to game designs that meet several criteria:
- Obviously, they allow you to build cities out of tiles: usually square tiles, but occasionally hexes.
- Often, you’ll have your own city that you’re working on … but quite a few games instead have you contributing to to a joint city.
- The tiles that you place are complete and coherent buildings, businesses, residences, or other structures within a city. They’re not just parts of a whole.
There are probably hundreds of tile-based city games that I could have picked from in writing this article. I opted for the ones that I know the best, because I’ve played them. I’ve mostly focused on recent ones. My complete list for this article includes: Acquire (1964), Alhambra (2003), Between Two Cities (2015), Big City (1999), Carcassonne: The City (2004), Chinatown (1999), City Tycoon (2011), Key to the City: London (2016), Quadropolis (2016), Saint Malo (2012), Suburbia (2012), and Urbania (2012). Obviously I could have picked others (and I may expand this article in the future). Continue reading
A resource-efficiency game focuses on turning resources into victory points through a chain of actions. It’s a very common design style for euro games, but also one with considerable room for variety.
The recently released Manhattan Project: Chain Reaction (2016) shows the style at its simplest. You start out with worker resources. You turn those into yellow cake, which you turn into uranium, which becomes victory-point bombs. There’s a single development path for a four-link chain. The game is all in how fast you can walk that path.
The ever-popular Catan (1995) shows a different methodology. A variety of resources become roads, settlements, and cities. You can also look at this as a four-link chain: resources are necessary to create roads, which are necessary to build settlements, which in turn upgrade to cities. However, as with many more complex resource-efficiency games, there’s a feedback loop: settlements and cities can create more resources. Thus the game becomes not just about maximizing efficiency but also maximizing opportunities. Continue reading