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All Lelekan Board Games Board Games
30.06.2023

 I did the training missions in Tanares Adventures and I really enjoyed it. The game is really cool, despite the obvious similarities to "Frozen..." / "Bleak Harbor" (tactical battles, settlement construction, etc.). After defeating the gray enemies (gray, because I haven't painted them yet) and the city phase, I was left with very pleasant impressions. There are tons of NPCs on the giant map that you can recruit to your side (since you represent the rebellion) and take on your next mission at will (so each of the four must-play heroes now also has an additional ability from a companion- NPC). I haven't gotten to the jester yet, but I already know that the materials from the jester can be used to improve buildings and attract even more NPCs. Moreover, later some NPCs will leave the settlement, others will come, which gives the feeling of a living world.  Overall, Tanares is a great adventure game. It surprised me, to say the least: in the 3-4 years since the kickstarter campaign, my enthusiasm had died down, and when the box finally arrived, I sat down to try it without much hunting, thinking, "Well, why do I need this cliched fantasy dungeon crawler on based on skyr games when I have such great original campaign games like Aeon Trespass: Odyssey, Oathsworn: Into the Deepwood, ISS Vanguard, Trudvang Legends.” And then he got involved. Dragori Games did not disappoint; it is clear that they put their heart into the game.  Arena the Contest is nothing more than a good skirmish game, but its descendant Tanares Adventures is an outstanding game. Not only is there a lot of content here - as many as 100 missions (as in "Gloomy Harbor") - Tanares also borrows the best elements from Oathsworn (a "choose your own adventure" story phase before each battle), Wild Assent (interesting AI enemies ) ), "Frozen Harbor" (use of loot to build settlements, tactical battles with map management - even better than in "Havana")... There is also an interesting plot..

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28.06.2023

 This review will not be about the basic game mechanics, but rather about the dynamics and design. For those unfamiliar with Pacific Rim, it's more of a miniatures wargame than a tabletop game, and with a small number of models. Thanks to this, each model is given a lot of attention, which allows you to achieve a decent depth of gameplay, while not forcing players to command huge armies. The game is fast and easy to learn. If you're looking to dive into a themed miniatures wargame that requires no assembly, no painting, no special terrain, and if you've wanted to try a miniatures game but been put off by the huge investment of time, money, and effort, Pacific Rim is a great choice. However, for veterans of wargames with miniatures, it will also be suitable, as the gameplay is exciting and deep. Just keep in mind that the Starter Box is just a starter: it lets you familiarize yourself with the game, nothing more. A full immersion will require at least one additional hunter and one kaiju.  Let's move on to the gameplay...   At first glance, Pacific Rim: Extinction is a standard batch of miniatures, the depth of which is measured by the number of parameters and abilities of the models. While the models are indeed very different from each other in terms of gameplay, if Pacific Rim: Extinction had nothing else to boast about, it would be lost among the many other games about giant robots and/or monsters. It stands out for its depth, which comes from fairly simple basic mechanics, and asymmetry.  The asymmetry is that the initiative is in the hands of the kaiju player, and the hunter player is forced to react from his action. The game does not teach the kaiju player how important it is to take initiative; he has to guess it himself. The kaiju advantage on the momentum die prompts active action: the chance of success-failure is 2:1, and there is a high chance of a critical success. As such, the basic mechanics imply that the kaiju player..

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27.06.2023

 The plot of the game unfolds in the American Wild West of the XIX century. You are a simple cattle breeder who needs to feed your family in this difficult time. You won't find a lot of money and chances for development in your place of residence. Finally, having collected the last savings, you decide to take a risk and go with your herd to a large station in Kansas, where you can profitably transport it by rail for sale in other cities. Among other things, rare breeds of cows will be needed, and you have a serious task of how to get them. Unfortunately, this thought occurred not only to you. Other racers were not afraid to take risks and entered this race. The fight will be great, the path is full of bandits and other dangers, but when has that stopped you?  The essence of the game. "Great Western Road" (VZP) is primarily an economic strategy. Our task is to build our engine so that the path brings more money and victory points than competitors. For this, the game simply provides a lot of opportunities that you must use competently. The game has a log-building mechanic - you need to select your herd so that not only the value of each cow is high, but also breeds are not repeated. In Kansas, each breed is paid only once. The way to get rich is to bring a diverse herd with rare species of cattle to the city. The cows themselves bring both money and victory points at the end of the game. One of the first tactics to achieve success opens before you — to be the best in the market and have enough cows, for which, of course, you will have to pay a lot of money.  How can we manage to bring different and expensive breeds of cows to Kansas, if our path lies through sparsely populated areas, full of obstacles and dangers? That's right, develop infrastructure. The game gives us another way to develop - contributing to the infrastructure on a large map with winding paths. You can construct buildings that allow you to perform additional actions, hire..

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25.06.2023

 "Hara"... At first glance, the game looks picturesque, but not particularly impressive. Six adjacent tiles with six hexes each (plus a seventh, central, inaccessible hex into which the stack of cards corresponding to the tile is placed). Everything is abstract, everything is divided into hexes, everything is subject to the strict geometry of the number "6".  But do not rush to conclusions. After just one round in one of the hexes (the one with the lowest number) of each of these tiles, something will appear - a monster or an event. And it's still morning. At dusk, a new wave of monsters/events will appear; this time they will be drawn from another deck and placed on a random hex according to the result of the dice roll. Cracks in reality will open on the tiles, alien monsters will appear. But again, that's not all. At midnight, Hara itself changes: the two tiles switch places. You will always have a safe haven in the center tile, but only Hari knows what will happen to the others. Hara has perhaps the most well-thought-out field of all adventure fantasy decks. In one game day, it turns from a wasteland into a home for many unfriendly creatures. Safe hexes are rare and usually at opposite ends of the map, and most of the hexes are occupied by unfriendly (mostly) monsters, events, and traps. Together, this creates a whimsical, ever-changing landscape where the desert can instantly turn into an oasis...a thorn-fenced oasis. Here there will be a monster with a ranged attack, there, on the key passage between the tiles, there will be an almost invincible enemy, and here is a place where you can take a short rest. At least until the ground under your feet shifts. In general, Hara is very changeable. A typical reviewer cliché: "In this game, you'll have a different playing field every game." "Hara" will have a different playing field every 15 minutes. A wound that stood in your way, an obstacle can evaporate, and a previously open passage can become..

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24.06.2023

 I bought "Galerist" at a time when the wow effect from the variety of board games and mechanics had already subsided, and I stopped writing reviews for everything in a row. However, "Galerist" is still worth mentioning, since this game is distinguished by a good overlay of mechanics on the theme and without unnecessary conventions. Players become competing gallerists with empty galleries, two assistants, and a dozen bidder profiles. The task of each player is to fill his gallery with works of art, invite visitors who have nowhere to spend money, and sell canvases and sculptures at a reasonable price. The most successful gallerist wins. Success is determined by earned money, which is more pleasant than a counter of abstract software around the perimeter of the playing field. And since you have to spend a lot of this money during the game, you have to use it wisely. "Galerist" does not pretend to be hardcore. On the contrary, its rules are so simple that people without desktop experience can easily learn them; tested on relatives who did not follow Rummikub. But our party was in some sense phenomenal: we managed to increase the popularity of five artists as much as possible. The endgame trigger is a popularity boost of at least two. The game does not have a fixed number of rounds, but there are three events that mark the approaching end of the game. As soon as two of them are triggered, the game is over. The second trigger is visitors who gradually enter the field and at some point run out. The third is tickets to the box office, which are needed to attract these visitors. Visitors are divided into VIPs, investors and collectors. VIPs increase the gallerist's influence, collectors help popularize artists, and investors bring money. And the fact that the gallery is filled with them increases the capabilities of the gallerist many times over.  There are only eight actions in the game, divided in pairs between four locations. In..

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23.06.2023

 Co-op board games are an important part of my collection. Constant rivalry with opponents, struggle for resources, bluffing, race for victory points - all this you will not find in this genre. Sometimes you want to be on one side of the barricade, unite with everyone against the impending threat, and walk this path side by side. In general, there is not too much variety of such cooperatives in our market, and only a few representatives in the topic of knights. So I couldn't get past this game. Did I like her? Let's figure it out.  About the game. "Oltre" is a cooperative board game for 2-4 people. Everyone has to take on the role of one of the heroes-knights, who were assigned to go to the old fortress to restore justice in those lands and take the peaceful citizens under their protection. The plot will move as we go through the annals, the pages of which we open by throwing a special die. On our way there will be interesting meetings, unexpected events and not always easy challenges.  Layout and components. This is clearly Oltre's strong point. The field looks voluminous and detailed, the design is colorful, the cards have amazing art, what are the figures of knights worth, each made in its own way. Two-layer tablets of characters add ergonomics, and a convenient organizer is made in the form of boxes that give the game sophistication. Pleasant to the touch components, unusual cubes and elegantly designed chronicles in the form of books. The authors clearly did not spare money and time to work out these details. Personally, I have no complaints in this regard, I want to show it to my friends, especially those who are far from the world of board games and think that, except for Monopoly, there is nothing worthwhile. Separately, I would like to emphasize that the game will clearly affect children as well.  Gameplay This is where the questions start to arise... There are only 7 chronicles in the base game, 2 of which are short. "The..

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21.06.2023

 Martin Wallace is one of those designers who constantly refines his old games, releasing the same pleasure several times under different sauces. You don't have to go far for an example: Age of Industry, which is essentially a slightly updated Brass, is about to go on sale. In this article, we'll look at how big the difference is between the 2002 Age of Steam game and its modified version called Steam 2009 Edition. It should be taken into account that in addition to the normal mode, Steam has a light game mode, so we will have to compare three types of gameplay. The first phases of "regular" Steam and Age of Steam are identical: players must plan their spending and decide how much to borrow from the bank. Players collect cash from the bank, noting the number of loans taken on a special counter. In Age of Steam, this is a special scale, and Steam credits are directly marked by a decrease in the player's position on the income scale. It is more convenient and understandable for the player. In the light mode of Steam, this phase does not exist as such: players can take loans from the bank at any moment of the game - when they do not have enough cash to make a specific payment. The second phase of the normal mode of Steam and Age of Steam is the determination of turn order through an open auction. However, on Steam, unlike Age of Steam, a zero first bet is allowed. The turn order will affect all remaining phases of the round. The person who saved at the auction places his chip on the last free place on the ranking scale. Thus, the first to save becomes the last player of the round, and the winner of the auction becomes the first. At the same time, only the first and second players pay their bet in full. The last one pays nothing, and the rest pay half of their last bet, rounded up. In the simplified mode of Steam, a series of auctions takes place (separately for each place on the ranking scale). However, this process is carried out only at the beginning..

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20.06.2023

 This is not a gameplay review. Therefore, those who want to understand how to play it, it is better to turn their eyes in another direction. Rather, it's an overview of what makes Napoleon's Triumph the greatest game in the universe. That is, why a few pieces of wood and a little more metal, as well as a dense map, and all this in a strong cardboard box - make "Triumph of Napoleon" the most beautiful game in the universe. The point here is not that they "wow" you with their unsurpassed beauty. Separately, at first glance, the components look unremarkable, and the average player is unlikely to be killed immediately upon opening the box. There are two large sacks here, one red and one blue, with blocks inside, and each with squad symbols. There's a bag of metal 'commanders' strips (and a sticker sheet for the decal, with a spare included in case you make a mistake). The casual player might get a little carried away when they notice two rulebooks - great, one for each player (and this is not typical for most games). And most players will be excited to see Bowen Simmons' innovative map design that focuses on 'locations' rather than hexes or transitions between points. But by themselves, the components alone are not enough to elevate the game to the most beautiful in the universe.  Even after the preparation of the game, when the commanders and corps are organized, and one of the armies is stretched across the width of the field, and someone finally feels the growing excitement - the "true beauty" of the game will still not be revealed. REAL BEAUTY The key to the game's aesthetic pleasure, as well as the true beauty that makes "Triumph of Napoleon" the most beautiful game in the universe — is revealed only in the dynamics of the gameplay. Only when, in obedience to your glorious orders, these components begin to move, when the battle begins, and when the two armies converge in lines, stretching across the width of the..

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18.06.2023

 This article is an account of my personal experience and does not claim to be the ultimate truth. I hope it will be of interest to someone here.  To begin with, it should be noted that this game is a tabletop role-playing game (yes, yes, just like your D&D or Passfinders). If all these words mean nothing to you, my dear reader, then I advise you to read at least the article on "Wikipedia". Well, so that when you heard about RPG board games again, the image of a friendly group of geeks clapping for a drama club appeared in your head, and not aunts and uncles in latex (well, you got it).  So, about the board role-playing game itself. The rule system used in this game is taken from Mutants: Year Zero. Fortunately, the creator of the game "Alien" and "Mutants" is the same. This system is typical: we roll the dice, compare the results with the sexes of our character, try to complete some important task with our comrades. I want to point out right away that this game has a greater bias towards storytelling and gameplay than counting and endless rolling of dice. All you need for the game is a master (preferably a fan of the Alien setting), from one to five players (YES, you can play face-to-face with the master here!), a sheet of paper and pieces of 5 six-sided cubes. In my opinion, the fact that the game is based on regular 6-sided cubes is a very good point; it allows you to REALLY play anywhere and with anyone (it very often happens that in some role-playing games, 20-, 10-sided dice are used, or even worse - CUSTOM dice, which you can get anywhere except from the manufacturer of this very game, about the price tag I will shut up). So, ordinary hexagons are everywhere, where there are at least a few board games, and buying them will not be a problem.  A very interesting feature of this role system is the stress system. Moreover, this is exactly the SYSTEM of stress, and not the usual rule that you can turn on/off in your adventure. When I first..

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16.06.2023

 Infiltration is a game about "corporate espionage". Each player chooses a character and tries to steal data from some corporation (perhaps an evil corporation). However, once you've stolen data, it's still very important to survive - after all, a dead spy is much worse than a living one, even if he knows a lot. And being dead is very unpleasant. In each of your turns, you can take several actions: you can advance further into the building, retreat closer to the entrance, try to hack the computers in the room where you are now, and, if successful, get information or play an item card. Items will help you kill non-player characters (such as a police officer who can press the alarm button), crack security codes (thus finding even more information), kill lab workers, or add difficulty to other players. At the beginning of the round, each player chooses an action, in order of turn, on their turn, reveals it and performs it. After that, all active NPCs, if any, take their actions. And finally, you roll the dice and add the overall threat level of the alarm to the value (which is why the officer on the alarm button is so annoying) - you add the result to the already existing danger of calling drones. Once the threat level reaches 99, security drones arrive and destroy anyone still in the building. In this case, the one who collected the most information and survived is the winner.  The first thing I liked about the game is that it has a large element of luck. You definitely have to decide how far into the building you are going to penetrate, trying to keep in mind that you will have to escape (in the first games it may be obvious that the winner is the only one who survived and escaped). What I really love about this game is that luck is a central element of the game and not the only element of the mechanic (just like Farkle and many other dice games where you experience luck). Yes, you'll have to decide how far you're willing to go and how many rounds you're..

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