Showing posts with label Race. Show all posts
Showing posts with label Race. Show all posts

Tuesday, 26 September 2023

WhaDiYoB? - Space Base (2018)

🕑 6 min read

Welcome back again, to our 'What Did You Bring?' segment! This week will be diving into a game which doesn't seem to have made many appearances at NoBoG in recent times. Space Base by John D Clair, published by AEG

In a galaxy, far, far away, but not that long ago - a space base has become home to your space fleet. As the newly minted Commodore of your Fleet, it is your mission to trade and increase your wealth and influence; all in the hopes of ultimately becoming the Admiral of the Fleet! 

Space Base is essentially a race which encompasses a tableaux building dice rolling game, where luck plays a big part along with some quick thinking, and some satisfying tactical choices too. 

This game is fast becoming an ever-green, and is the most popular game by John D Clair, according to BGG. I suspected that quite a few of us may have somehow over looked Space Base, due to there being a galaxy full of other rising stars. So here's my take on it, and why I think you might want to dip your toes in, roll some dice and do some intergalactic exploration if you get the opportunity. 

Space Base is one of those games where learning it is easy, however mastering it will take numerous attempts. John Clair has given to us a highly sensitive set of in-game controls and customisation which imparts immediate feedback. It gives me a sense of excitement and anticipation when I know I am sitting down to play it again. So here goes.

If you have ever played Machi Koro, then you will have a head start on understanding parts of this game. Each player begins with a tableaux (space base) of 12 sectors equipped with the same 12 space vessels. On your turn you roll two six-sided dice. The number on the dice correlates to each numbered sector. So if you roll a 6, you gain the (blue coloured) bonus given by the vessel docked at sector 6. However, alternatively you may split the dice total, for example, if you rolled a 4 and 2, you may collect the individual bonuses on sectors 4 AND 2 instead. Roll a doubles and you get to use the same number twice if you wish. Typical bonuses include additional Credits, increased Income and/or more Influence (victory points). If you collected credits then they are added to you running total. You may then spend credits on a new vessel (only one purchase per turn) bought from a multi-level (tiered) market place. However, even if the vessel you wish to buy is less than your current total, your credits are still returned back to zero for that turn, thus wasting any remaining credits. At the very end of your turn, your credits bounce back up to your last income level. This means, you will have to save your credits for a BIG purchase a few turns down the line. Or, you could concentrate on raising up your income level, giving yourself a powerful launch pad, to be able to afford the expensive vessels found in the 2nd and 3rd level markets. 

In Space Base the first player to 'max out' their influence tracker at 40 points, wins. You can do this by purchasing vessels which give you influence bonuses on yours and other players turns OR by buying some of the single use Outposts which are priced from 1-40 credits. The larger the outpost you buy, the more influence (victory points) they will score you. These outposts usually are acquired towards the end of the game to speedily increase your influence, so you can swiftly and/or sneakily nab a last gasp victory. 

If Space Base was simply just the game I described above then it would still be quite an enjoyable one. However, there is a little more to it. Let me explain. 

You may have been thinking, wait, if I only have 12 sectors, and I buy a new vessel to dock at one, where does my old vessel go? Is it decommissioned? No. It is sent into space (deployed) to explore and trade in the furthest reaches of the galaxy. What this means in game terms is that it is flipped upside down, and slipped under you player board at the same position it was first docked at. You now earn a new (red) bonus from that vessel each time the number is rolled on any of your opponents turns! Not only that, some vessels will give you unique power-ups that can be used to increase or decrease the sector number rolled that turn. So now you have a small engine builder which can help you find some more of the good luck needed to win a campaign. Indeed, how you choose to arrange and deploy your fleet over your space base provides you with a unique path to victory. Plus, just like with Machi Koro, advanced players will be taking note of where their opponents are strongest or weakest, and try to take advantage of this information. 

Final thoughts.

I was introduced to this game a few years back after falling in love with Machi Koro. As soon as I began playing Space Base, I knew I would adore this too. For such a simple game, it really pushes you to be creative with your choices, and try your luck at engineering a smooth running warp core, which works on both yours and your opponents turns. Failing that, you can go for brute force, save your credits up and purchase a super-powered vessel or outpost, and put all your xenomorphic eggs in one nest. 

Space Base sprawls out quite satisfyingly over a large table, and is reasonably priced for what looks like a LOT of game. I suspect that many of us will play this game several times before we manage to grab ourselves a well earned victory though. It is worth saying that since this game is dice roll driven, you could easily benefit from a really lucky set of dice rolls, and artificially get your fleet's warp drives running at warp 9 prematurely.

Space Base will play quite easily in 1 hour, however if you play at the higher player count of 4-5 players, or most of you are first time players, plus some of you are prone to analysis paralysis... then put aside another 30minutes for sure.

See you all later!

Tuesday, 29 August 2023

WhaDiYoB? - Fearsome Floors (2003)

🕑 8 min read

Welcome once again, to our 'What Did You Bring?' segment!

For the purposes of this post, player names have been changed to protect the innocent and the murdered.

In Fearsome Floors we have been kidnapped by a wicked scientist and fed to their monsters! Our entire party has been dumped at the entrance to dingy dungeon hallway filled with stone blocks and slippery pools of blood (fresh from the last party of guests?). The only hope of escape is a thin slither of day-light in the distance and the fact that we have protection in numbers. So, I don't need to run faster than the monster... just faster than that weakened old man or the defenceless child. HA-hahahaha! 

As we all enter the hallways and apprehensively advance towards the exit, we hear a horrifying howl in the darkness... and just like in the Squid Games, the race is on to survive!!

This game was designed by Friedemann Friese, and was originally meant to incorporate his 'friends' escaping from him on a dance floor. I have 2 problems with this. 1. Why were they running away from a green/blue haired games designer on a darkened dance floor? And 2. Where has all this congealed blood come from!!?

Joking aside, apparently Friedemann landed upon the revised theme of escaping a horrific basement monster, more than 5 years after his original idea had landed on the play-test table. I for one am glad he did; because the new theme is so enjoyable and engaging. Let's talk about the game play and why you might want to try this game should you get the opportunity. 

Firstly the game screams family fun, even if the theme is horror, it's not really gruesome. It's more like Scooby-doo and the Mystery Inc. gang being chased through a haunted house, full of teleporting portals that only the vile villain can use. Before I speak more directly about movement and mechanics, please take a moment with me to bask in the glory of the wonderful monster token in this game. Rio Grande Games has given to us a multitude of printed card-board arms, legs, bodies and heads to assemble as we see fit. Slotting them together to create the strange standee is really easy and satisfying. 

At the start, we are all given several counters of our chosen colour. Depending on how many players there are you will either have 4 coloured counters (1-4 players) or 3 counters (5-7 players). Turn order is very simple, each player gets to move one of their escaping 'party member' counters in turn until all players have moved their entire party. The maximum number of spaces a counter (party member) may move is shown on the top of each one. This number ranges from 1-6. Once a counter has been moved, you flip it over to the opposite side, which does 2 things. It shows us which player counters have been moved this turn, and it reveals a new number for the next turn. Because in a brilliant turn of events, each party member has 2 different speeds! Remember that, as it will haunt you and possibly trip you up when you least expect it later.

Once we have moved all our party members, then the fun can truly begin when the monster activates and starts shambling towards us all. To move the monster, all you do is shuffle the monster's 'tombstone tokens' and randomly pick one off of the top. This will tell you how far it will move, usually between 5 and 10 spaces. The cruel creature will continue to proceed forwards until it finishes all of it's move, capturing victims as it proceeds. HOWEVER, as it callously creeps towards us, it will also take a look down intersecting corridors, and as soon as it perceives a prey, it will immediately change direction and head towards them for the remainder of it's moves. The monster cannot see behind itself, around corners, or past stone walls. It will keep moving, only changing direction as it catches a glimpse of a party member. 

From a safe distance you may want to run one of your party into the line of sight of the gruesome giant, just so that it changes direction and eventually captures one of your opponents! A risky move... as they can hide around corners just as the monster reaches their corridor, leaving the murderous monster to eat one of your very own family instead. 

This game does not overstay it's welcome, and is full of extra little details which make the game worth your time. For example, if the monster is forced to simply walk into a side wall, it teleports to another area of the basement and continues it's ravenous rampage. Plus this sadistic savage can push stone blocks into players pieces and even crush them against walls! Perhaps that's where all the blood came from? If one of your party members is captured (eaten), then it is sent back to the start, where it's race begins again. The game ends when a player manages to escape 3 of their counters (1-4 players), or 2 of their counters (5-7 players). 

Why do I like this game? Maybe I should have started with this, so here goes. 

Even though Fearsome Floors is 23 years old, and the mechanics come from a different board gaming era all together, they are still incredibly engaging. As players you have the option to simply run your party members as far away as you like, hoping to escape the gaze of the monster, or perhaps goad it into doing your dirty work for you. It's hilarious. Sorry, did I not say that enough already?

At higher player counts, the game play becomes intensely chaotic, and conveys the same sense of dread you get when driving to an airport, and you convince yourself that you left the oven on. Maybe that doesn't sound so fun after all... THEN an opponent does something even more moronic, letting you off the hook. Let's all laugh at them now. Forget about me, I intended to leave my oven on all along!! 

Since this game only lasts between 30-45mins (player number dependant) you can easily play through it twice, or drag out another board game to quench your appetite for crunchiness. Your choice. 

If you'd like to know more about this game then you can find the Board Game Geek link here!

See you all at NoBoG later!

Tuesday, 1 August 2023

WhaDiYoB? - First Rat (2022)

 ðŸ•‘ 6 min read

Welcome to the first 'What Did You Bring?' segment. 

For the purposes of this (review) post, player names have been changed to protect the innocent and the furry.

Legend has it that the mesmerising yellow moon which hangs in the night sky above the junkyard is actually made from cheese! Many a rat child has dreamed of making their heroic journey and staking a claim to the heavenly globe of gouda. Then when all had given up on reaching it, a fellow junkyard rat scavenged an ancient manuscript amongst the discarded rubbish. A comic book! Not just any old comic though, no. This book illuminated the very first moon landing in full and precious detail. 

Ever since then the race was on to train 'rattronauts' and build a rocket ship capable of reaching the moon. One small step for rat, one tantalising leap for rat-kind. 

This delightful backstory sets you off on a board gaming experience which is likely to have you constantly grinning, and hatching new plans as the game readily shifts gears and powers towards a manic race - to become First Rat. 

On game night we played with 4 players which (after playing a few games myself) seemed to be a nice sweet spot. However, First Rat will play well with 1-5 players. 

Each player starts with 2 colour matched 'rattronaut' playing pieces, and the simple instruction to move your rat pack up a pile of junk towards victory. During your journey you will be collecting resources like baking soda and vinegar (rocket fuel); or calculators and tin cans (components), then spending them to construct your rocket ships which will ultimately catapult you to the cheesy moon. At the heart of this very easy to learn game, is the synchronisation and efficiency of your rat movements. Plus, as you gradually ready your rockets for launching, many other opportunities will present themselves to generate special rewards and essential bonus powers to help you to first place. For example; 'light bulbs' will light your way forward, score victory points, and allow you to pick up additional resources in well lit areas. Also you can collect 'mini cheeses' which are in-game currency that allow you to purchase additional powers at shops and help you share in the wealth of the scrapyard with your opponents. Finally you can scavenge 'apple cores' which move your burrowing rat around at speed, collecting unique powers, unlocking more rats to send into space and scoring valuable victory points. 

First Rat is turn based and your turn comprises of a very simple choice. Firstly, do you move one of your rats up to 5 spaces OR do you move any number of your rats up to 3 spaces each. If you move one rat, then you simply collect the resource that you land on. If you move more than 1 rat, then you may collect all the resources upon which they land - so long as your rat pack land on spaces of an identical colour! This little rule confronts you with a delicious, thought provoking riddle each turn, where you must weigh up the need to slowly increase the quantity of the resources you scavenge, with where to position yourself in readiness for that killer move next turn. Simple, yet incredibly fun. 

The game feels like you have a multitude of possibilities to follow through on to outwit your junkyardian opponents, and you never really feel 'out' of the space race either. There is always something to look forward to, manipulate, and help you onwards towards your final destination. 

You can win in only one way - be the player with the highest victory points at the end of the game. However, you are confronted and teased with many ways to earn those points. Ideally, being the First Rat to each victory point condition is the tried and tested route to success. Ending the game is also simple; the game ends when one player has placed the last of their (8) scoring cubes at victory point locations dotted all over the game board OR when one player has sent all 4 of their rattronauts into space! 

In our game, everyone seemed to enjoy the experience and ultimately the player who eventually won, was definitely 'First Rat' to several high scoring victory point locations.

All in all, if you enjoy a fun, fast paced, easy to learn game with medium complexity, then you MUST give First Rat a go if you are able to. With 4 players who are paying attention, plus a bit of chilling at the same time, expect to spend about 2 hours (including the rules explanation). 

There is a lot of replay-ability in this game through optional rule sets and bespoke (reverse the board) setups. However, I don't see any need for them right now, as the actual game reacts well to different players and their quirky strategies.

If you want to know more about this game then you can find Board Game Geek link here!

I love this game and hope to show it to more players in the future.