A Legion of Legacies, Part Two: Legacy Venn

In “A Legion of Legacies, Part One”, I wrote about the general tropes of Legacy games like Risk Legacy (2011), Pandemic Legacy (2015, 2017), and SeaFall (2016): what they are, why they’re controversial, and what makes them great.

Though Legacy games are quite innovative, they’re not something that emerged fully formed from designer Rob Daviau’s brow. Instead. they’re part of a larger stream of game design that goes back many years. In fact, I’d more specifically define them as a combination of three major game design elements: campaign play, hidden secrets, and modifiable components.

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A Legion of Legacies, Part One: Legacy Play

Six years ago, Rob Daviau come up with an interesting new idea that would form the basis of RIsk Legacy (2011). Imagine a game that can be played multiple times, forming a campaign; but also imagine that game changing over time, with secrets being revealed from game to game, while the game itself is irrevocably changing. Cards are destroyed and stickers are applied to various components; the board, the cards, and the player roles all mutate, both improving and degenerating over multiple plays. It turns out that this second element, of dramatically changing game elements, bolsters the first element, of multiple plays, creating a real gaming innovation.

Risk Legacy was immediately a hit, but it took several years (and a few more outings) for the “Legacy” idea to catch on more broadly. It’s only recently that it’s blossomed, with multiple Legacy games coming out in 2017-2018. Continue reading

A Deckbuilding Look at Witches of the Revolution

Witches of the Revolution (2017) is the newest game to combine deckbuilding and cooperative play. Rune Age (2011) is the oldest game I know in this duo-genre, but it used the tack of taking an existing game and offering cooperative gameplay as a variant, and the results were somewhat lack-luster. We’ll have to see if Star Realms (2014) and Hero Realms (2016) do better, as they both have cooperative scenarios on the way. However, Aeon’s End (2016) offered a different methodology: a pure co-op build on the deckbuilding mechanic. Witches of the Revolution continues that trend.


The Game

In Witches of the Revolution the object is to resolve events before too many pile up, ending your game prematurely. You do so by playing cards, each of which has two or more icons on it. When you put together a large-enough set of icons, you resolve the event card. There’s an important second step: whenever you remove an event card, you also get to remove a matching chit from one of your four objectives. If you manage to finish up all four of your objectives before you’re killed by events, you win.

However, those cards are multi-purpose, and that’s where the deckbuilding comes in. Instead of using a card to help with events, you can instead use it to buy cards. These go into your draw pile and will help you on future turns.

Because I’m looking at the deckbuilding aspect of the game, I’m only going to note the co-op play as it interrelates with the deckbuilding; focusing on the co-op itself would be a whole different article.

So what does Witches’ deckbuilding do, that’s interesting or troublesome? Continue reading

Return to Pathfinder Adventure Card Game II: Skull, Wrath, and Mask

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

A Bagbuilding Look at Automobiles

I long ignored Automobiles (2016) because I thought it was just a variation of the simplistic deckbuilder train game, Trains (2012).

Nope.

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.

The Game

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.

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What Makes 10 Great Games Great

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

Deck Management is the New Roundel

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.

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