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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 read the rule book, I, as a master, did not pay much attention to this highlight. (No, not like that. To a huge prune!) However, when playing the game, I encountered a very interesting effect: the stress system itself helps the master to create the atmosphere of panic and horror that we often see in horror films. You just saw your friend being dismembered by an alien monster, what are you going to do? Do you think that by letting out the whole clip in him, you will overwhelm the heathen and become the savior of the world? Phew ... you're more likely to just miss when you start shooting because of the adrenaline in your blood going through the roof. Or, even worse, you will die of shock and horror, watching the creature devour the remains of your party member. The stress system very well conveys the human psyche in the game: it is very difficult to remain a cucumber when the whole world around you is going to hell. Stress allows you to eliminate such a phenomenon in the game that my character is so special, he will get out of any situation. No. Not in this game. In essence, this is a game against the system, and the master here plays the role of a decorator.  In fact, the stress system is both a plus and a minus in this game. If the master is competent, he will be able to control the level of stress both in the game and at the gaming table. But if the master is a jerk who likes to dominate, you better not play this game with him. Here, one Stranger is really capable of wiping out the entire patch in one fight. And then there's vacuum, decompression, radiation, acid, and of course, EVIL BUGS and greedy corporate bastards! Yes, yes, everything here follows the canon of Aliens — there are androids who are suddenly androids, there are corporate employees who are two-person characters, there are brave marines, and there are ordinary workers. And this is where we move to the next feature of this game - playing the character.  In normal role-playing games, each player creates a character for himself according to certain rules or a template, and then can play it the way he wants. For experienced players, this is a chance to play as an apothecary minotaur or a pyromaniac goblin. Fun, cool, unforgettable. For beginners, this can be a problem - not everyone can motivate and play. And here the rules of conducting adventures come to our aid.  In the cinematic version (game for one evening), you should have a game as close as possible to one of the Alien movies. This means, for example, that you get on an empty ship, explore it, find a monster or it finds you, problems start, everyone tries to survive, almost everyone dies. Curtain. Here you have panicking marines, and soulless androids, and greedy corporate agents, and brave workers. Roles and behavior are predetermined, there are hidden missions for each type of character. Yes, in this game you don't have to work like a dream, everyone has to survive. At any cost. It is very interesting to listen to the players after the game discussing their epic or ridiculous deaths and rejoice with genuine admiration for the only survivor among them. Well, where else will you see this?  In the campaign version, everything is the same as in any other long sandbox campaign. Play the way you want and what you want. Want to replay the capture of a living Alien? Not a problem. It is necessary to transport alien artifacts to Earth - forward. They dreamed of catching the android David and tearing his ass - great! In general, the campaign also has a lot to do. And the best thing about all this is that the master does not need to sit and convulsively generate content at the stage of game preparation. There are movies, books, comics, novels, video games all around. Just take what you like and make your own! None of the players will leave with the regret that he came to play one thing and got a completely different one. We will learn the setting of "Alien" if it is not necessary to explain to new players for a long time and persistently what a rich and complex world is in front of them. This allows you to immediately weed out those who are not interested, and someone in the topic immediately agrees to play.  Now about the game. Before going through my first batch of cinematic Alien, I read a few articles about how really good horror in film and literature is made. The described psychological techniques work perfectly at the gaming table, allowing you to manage stress among players. Need a little fear at the table so players can feel their hero's fear? Dim the lights, start quieter, and play appropriate music. I used the soundtracks from John Carpenter's Something and Prince of Darkness. The effect was honorable. This game, and the setting in particular, is more focused on the cinematic mode. After a few times your masterful tricks stop having the proper effect, the game starts to lose its emotional tension. Well, seriously, when the players first find out that, for example, one of them is an android, everyone's nerves burn so much. It is much more difficult to turn it around the second time.  In the end, I would like to note the potential of the game and this system in general. This game is perfect for playing any horror movie, since they all follow the same general pattern. You can try to work a little with a file and get a new game class — predator. I think everyone knows what I mean? Also, one evening is enough to rebuild the Alien as a terminator - and voila! You have another setting in your pocket. As I said, there is an obscene amount of material for all these games. Just take it. If you want to introduce your friends to the world of role-playing games and they are not afraid of horrors, "Alien" is just for you...

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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 going to stay in the building. In addition, you will have to make a lot of strategic decisions - the winner is not necessarily the one who stayed in the building the longest and survived (it is worth experiencing success). The second thing that should be noted about the game is that it is quite replayable - if you liked the game, you can play it several times and at the same time it's like the first time. There are many room maps in the game, and every time you shuffle them, you create a new building that will be different every time. In addition, the game has a lot of support item cards, some of which you will only see once per game and can make different combinations of them. And finally, there are several different uses for items.  Still, with both of these pluses in mind, I think the game has some things that could be improved. First off, the item maps in this game work absolutely horribly. It's very difficult to explain what I mean, but everyone who played with me had the same feeling, and all for different reasons. Although items are a very important element of the game and without them the game would be very dull. However, there weren't many ways to get these item cards (I think this was done to give the game a sense of scarcity). There are also a few items that are so specific and fit only for a specific situation that you have a good chance of not encountering. In fact, it seems like a lot of these items don't live up to their rarity - in the event that I'm only collecting four items in the entire game (which could possibly happen with a few players playing with all six), I want these items to be really useful . But instead, many of them seem useless and you can't even try to use them (so you'll be glaring at one of your opponents when they can use the item effectively). I think that another disadvantage of the game is its quick ending, which does not give players time to learn and develop well. This is facilitated by the presence of a second floor in the game (each floor consists of 6 rooms). In order to get to the second floor, mind you, and leave the building, you need 13 moves (if I counted correctly) without special rooms or items. However, this does not include data collection. The duration of the game may vary depending on the troubles you encounter and the values you roll on the dice. But assuming you roll an average of 3.5 each time, the game will take 28 moves. Accordingly, if you want to enter the last room of the building and at the same time escape, then it takes 23 moves. Therefore, the farthest rooms will remain unused.  Now let's move on to such an element of the game as alarms. We were playing once when the officer who pulls the alarm was in the first room. This practically cut our game time in half because there were 5-7 alarms that we couldn't do anything about. However, if you get three alarms (which I think is pretty average) with an average dice roll of about 6.5, the game is reduced to 15 turns, which is enough to get to the first room on the second floor, extract the data twice, and get out outside. I understand that there can be many options here, and all this I lead to the fact that it feels like the game does not have time to develop at the time of its completion. I must also admit that there are a few rooms that will help you avoid this. The loading platform allows you to escape immediately (this is the first floor room), and in the manager's office you can get a secret file that will free you from any room in the building. There are also rooms that allow you to move through several rooms at once. However, depending on where these rooms are located, they can be incredibly useful or useless. After all, the loading platform, if it is the sixth room on the first floor, will give you freedom to move around and explore the second floor. If she is the first on the floor, she will be completely useless. And thirdly, I was a little disappointed that the characters didn't have any unique characteristics. There is also a game option where the characters are specialists, and two of the six items are predetermined. One of the things I really like about most Fantasy Flight games is how balanced they are in terms of where your character starts moving and what specific features they have (much more important than what their figure looks like). This doesn't make the game bad per se, but it was exactly what disappointed me.  Overall, I give Infiltration a 7 out of 10. And I think that's a pretty fair score. I would like to play it again, if, of course, my friends ask for it...

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14.06.2023

 Congratulations. I bring to your attention a small review of the board game "011" - by Marco Valtriani, an Italian game designer. The game was created in cooperation with the group "Therion" (Swedish metal grandfathers, playing since 1987, who love mythological themes and are happy to add symphonic sounds), which can already attract attention; well, a solid portion of steampunk stylistics (there are GEAR!!!), which is generously seasoned on the tabletop, and partly raises the question: is it a nuclear mixture, or a senseless kitsch? Let's try to figure it out.  To begin with, about the plot. The action takes place in the 19th century: some scientist, analyzing an unknown poem by the famous Scandinavian bard Snorri Sturluson, discovered that in 12 hours (!) none other than Ragnarok (yes, the Scandinavian end of the world!) will begin, but it can be prevented by finding some The Chosen One and a special artifact - some Organ (such a musical instrument) on which this Chosen One has to perform a special musical piece - the Song of Creation; this Song has yet to be invented. Ah yes, and the action takes place in the Italian city of Turin... So the plot immediately blew the clinic: could Snorri Sturluson know something about the organ? The music that prevents Ragnarok is immediately clear, how to write? Ragnarok will explode 12 hours after reading the manuscript ... and all this in Turin? It's clear where the music comes from here (and who's against it), it's clear where the Scandinavian motifs come from, it's even clear where Turin is in the game - but it all blows the brain together. Well, good. The tie gives an idea of what needs to be done, nothing more is needed from it. drove through Actually, a small explanation can be made here. "011" is a Eurogame in its pure form (except for one moment, which will be discussed later). That is, as in the case of any Eurogame, it can be transferred to any setting, and this mechanic will not change at all. For example, the action could take place in the distant future, a scientist would decode a message from the stars about an extraterrestrial invasion, and we would search for the Fifth Element, along the way collecting parts of a super-cannon that would stop the invasion. It would be just as... hmm... logical. Now let's talk about mechanics. No, no, I'm not going to explain the rules in full (by the way, they're small and completely learnable from the first time), I'll just briefly describe what happens during the game, and also highlight the non-standard moments that appeared to me. So there's a field that's a map of Turin divided into blocks - you can move around them however you want, no marked paths. There are 8 characters that move around the field. And there are 3 to 6 players - they are not game characters, they play... well, let's say, for themselves. That is, here is the first surprise: there are no players on the field, all the characters of the game are pawns in the hands of the player, and he can influence each of them. But it is the players, the "invisible puppeteers", who compose the Song, seek out the Organ and the Chosen One and bring them together - with the help of characters on the field.  The game has 11 turns, marked by clocks, each turn is divided into phases, each phase players go through in turn. The order of the turn is set anew every turn with the help of an auction. Time is the main value used as a "currency" in the game: at the beginning of the game, each player has 45 conditional units of action (or time), which he spends on all actions in the game: movement, trading for turn order, etc. The game has ways to save time: transport can make it easier to get around, and one of the characters can even restore it bit by bit. In the first phase, the game "goes on": an event is drawn (which, by the way, is not an event at all - the rules for this move are simply slightly changed, for example, it is forbidden to take a specific character or another character receives bonuses during activation). In the second phase, there is an auction for the turn order (here you can bargain not necessarily for the first place - often the game gives bonuses, for example, to the third or even the last player). In the third phase, the actions themselves: the player chooses the character he wants to use and walks with him. All 8 characters have their own properties: someone invents music, someone walks faster, someone helps to find the Chosen One; if the character was intercepted by another player, then this move cannot be used. In addition to the properties of the characters, the player also uses the capabilities of the current move - they are determined by the gears, which the game is already famous for (yes, there is a GEAR!!! Three gears, fastened together and screwed to the field, which each player must must rotate during its actions, the gears are different in size and therefore give different combinations each time.  Actually, I would like to note several points from the nuances of mechanics. First, search for the Favorite. The fact is that the chosen one is one of the 8 characters on the field. At the beginning of the game, each player is given 1 character card - these are definitely NOT selected (that is, after receiving a card in your hands, you can already exclude 1 character from the search). One of the remaining cards is placed under the board - it will be the Chosen One. Next, each player also has 4 "super action" cards in their hands - cards that give special advantages in the turn; so, their shirt is identical to the character cards. If the game or character allows, a player can randomly draw several cards from another player's hand and look at them - so he can calculate another "Unchosen". It would seem, but why not open up to everyone at the beginning of the game and thus prevent Ragnarek sooner? And the thing is, dear fans of "Arkham", that in the European apocalypse everyone plays for himself, and the one who won can be only one (these are the rules))). Actually, this is the interest: the first thing is to calculate the Chosen One, bring him to the Organ and trumpet victory. The second moment is the search for the Organ. There are a small number of special, "mystical" locations on the field; and sometimes players draw special tiles, which usually offer some bonuses, or can simply mark given locations. If you go last, then you have the right to put such a tile on a special place on the board to indicate in which part of the city the Organ is located in relation to this location (you will also be given bonuses for this). That is, with each laid out location tile, the place of the Organ on the map is specified, and with the last tile you simply place the Organ (and there is a special figure for it) on any block in the exited zone.  Finally, when everything seems to be clear, and the players have adjusted to the competition usual for Eurogames (we seize the initiative and the necessary characters from each other, save resources, go to victory), the game throws out a knee worthy of Battlestar Galactica. At the end of 5 hours, Fenrir appears in the game. Fenrir, if it is such a mythical wolf that will begin to devour everything in the world with the beginning of Ragnarok. So, one of the characters in the game becomes obsessed with Fenrir - he wants to find his embodiment, and for this he needs, oddly enough, to compose his Song (shorter), catch the Chosen One and, apparently, devour him). Only the player who received a special card knows which of Fenrir's characters (this card is played at the end of the 5th turn, until then the player plays like everyone else). Now for the player who knows about Fenrir, the task changes: he must, by writing a Song, bring the "possessed" character to the Chosen One. Considering that the characters are moved by any player as he wants (often focusing on the bonuses they provide), hunting is far from an easy task. The most interesting thing, of course, is that if by the 12th hour none of the players have managed to finish their work, then everyone loses - and Fenrir, since he did not have time to incarnate before the start of Ragnarok. Summarizing from the mechanics, I would like to note the following: we have a Eurogame in which a task is set that is not typical of the rest of the Eurogames. Usually we just collect points - whoever has more, well done; here you either win or lose, there are no second places for you. Interesting. A few words about the components. Everything is made at the highest level - thick cardboard, excellent art, very accurate steampunk style. Even the notorious gears are not attached to the field with plastic bushings, like, for example, arrows in Runewars, but with brass screws on the thread! And the field with the gears attached to it is folded so that they are outside and fit well in the box. The plastic figurines of the characters and Organa are well made - there are even runes on the stands that mark each character on the cards so as not to get confused; however, we came to the conclusion that it would be good to paint the runes more brightly so that you don't have to look every time. Finally, the characters themselves are presented on the cards in the form of photographs — members of the band Therion posed for them.  A big advantage of the game for our audience will also be the fact that the game is completely language-independent. There is no inscription in the game - everything is marked with icons, the icons are learned after a few turns - we remember "Struggle for the Galaxy". A rather large downtime can be called a minus. It seems that the player is not given a lot of actions, but here you go - as soon as he starts planning, and everyone else, half the company goes for a smoke break. Moreover, this problem is almost unsolvable: playing with less than four people is not that interesting at all (in this case, there..

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13.06.2023

GOAL This review assumes you are familiar with the base game; if not, check out our in-depth review of the base game! Here, we'll give you an overview of everything that the New Adventures expansion adds to the game. GAME DESCRIPTION First, we're introduced to the Moon Monster, a new boss that can replace the Beast in the final battle. The Moon Monster, unlike the Beast, has some interesting and complex characteristics that make it feel like a worthy boss in the game. For example, in each round he uses a special power that he does not know in advance. Funny twist! There is also Oberon, a character that appears on the map when you add him to the game. He offers for sale quite powerful equipment, but it is not always easy to get. Gear has a value in coins, trophies (tokens from slain monsters), and/or other gear tokens. In addition to Oberon, you can add Titania to the map. Titania is another character that can be added to the game and she offers magic perfume help for 2 coins each. Spirits have powerful properties that can only be used once during the game. However, Titania is not the only way to enlist the help of spirits. New monsters have also been added to the game, for defeating which you can get perfume tokens. These monsters are a bit more difficult to defeat, but the reward is definitely worth it! All of the above can be added to the game at will. You can add new items or create different combinations of them and watch the game change with each combination. But that's not all! The New Adventures expansion adds 3 new scenarios to the game that can be played either independently or as a shorter campaign of your choice. Each scenario has its own story, its own mechanics and unique rules. You even fight new monsters! You can also add all the aforementioned aspects to these scenarios, making the game even more diverse! REVIEW If you already own the base game Chronicles of Abel, you know how beautiful the artwork is and how good the components are. The New Adventures expansion will not disappoint you. It's built to the same standards, the artwork is beautiful and complements the base game perfectly, and the 3D components are great. It takes some time to assemble the 3D elements for the first time, but it's not too difficult. Once assembled, they fit neatly into the box so you'll have them ready for future games. Having 3D components on the map is definitely an added value and the game looks much better! When we first received the expansion and saw how many new options appeared in it, we were afraid that it would take much longer to prepare the game and the difficulty would increase significantly. Fortunately, this turned out not to be the case. You'll need both boxes, we don't think there's a way to fit everything in the original box, but both boxes are so well made that it's not a problem. The additional rules are as simple as the basic game rules. Each part is clearly separated, so new elements can be introduced one at a time to ease the transition, especially for younger children. The game itself, as before, is language-independent. In our opinion, this is a very successful expansion that enhances the capabilities of the base game well. Moon Monster, Titania, and Oberon are good additions that make the game a little harder or easier depending on how you use them. Abel was our son's favorite from the first game, at the age of 7. This expansion only improves the gameplay for him and for us. The 3D components are great and really add something to the gaming experience. If you are a fan of the base game, you will definitely love this expansion! FOR WHOM? For all fans of Chronicles of Avel. ..

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11.06.2023

 We continue our column about children's toys. In the near future, I will try to describe the minigames I have recently bought (it will take a few weeks to describe all the children's games, let's start with the minigames). I love small games because they don't take a lot of time to play (not always parents have), plus the format is perfect for traveling (lightweight and doesn't take up a lot of space).  Today we will talk about the game Alles Tomate!, a good filler for children with a short session of 15 minutes. HISTORY Grandfather and grandmother need to be helped to deal with the economy on the farm, they are very old and do not have time to remember where and what needs to be taken where. Help them remember where the shovel is kept or where the horse needs to be tied. GAME PROCESS A row of 7 cards is laid out, on which plots of the farm are depicted, each of the cards has its own color (7 colors in total) and finely drawn objects (such objects are present on cards of the same color in the main deck). Opposite each of the seven cards from the deck, one item card from the deck is placed face up. Together, we have two rows one below the other: the upper one is a farm, the lower one is an item from the farm, pulled from the deck. The players look at all this and after that the cards are turned face up. Remember where and what was? Forward! We take the top card from the deck and turn it over. For example, they pulled out a chair drawn on a blue card. Where is our blue farm, and what was under it just now? The first one to shout out the correct answer gets a card from under the farm and takes it for himself. The newly drawn card takes its place. And so in a circle until the deck ends. Whoever collects the most cards wins. CONCLUSIONS The game won a number of awards, such as the Children's Game of the Year and the German Game Prize in the field of education. In Germany, I brought this game to the teachers in my daughter's class (first grade), it became part of one of the weekly lessons, when instead of a lesson, the children have a board game session. Thus, in Europe, the education system allows the teacher himself to determine the curriculum. On the one hand, the game is very simple, on the other hand, it is a good tool for learning words and, especially, foreign words. It is easy for a child to remember new words, having a visual series. There is excitement in the game form. Diversify the rules by adding a clause that all words, let's say, should be pronounced only in English or German. You don't know the word - flew by. Now my daughter is learning German and with the teacher at home they also use it perfectly for their lessons. My verdict: simple, fun, unfussy. A wonderful school game tool (by the way, it was originally released for them). There is no depth, but this was not foreseen by the concept. Instead, it is perfect for learning a language...

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08.06.2023

 Having played many board games, I want to stop at the board game "Finka". First of all, it is the high quality of printing, which definitely distinguishes most games made in Germany. And quite an interesting game mechanism, but more on that below.  This is the fruit logistics of the island of Mallorca. Players have to move their farmers and collect fruits by moving on the wings of the windmill. Fruits - oranges, lemons, grapes, figs, olives, almonds - wooden chips painted in their colors.  And the movement takes place as follows: the player starts walking and makes as many moves as there are farmers standing on his wing at the beginning of the move, and he takes as many fruits as there are farmers (including himself) standing on the wing he stood on at the end of the move. In this way, you can move your farmers and prevent other players from making the moves they want - because you can calculate which fruits the opponents are picking, which tiles are aimed at.  After the player has the amount of fruit he needs, he can start transportation - for this, carts with donkeys are used, which the player takes from the center of the mill, each time crossing the border in the center (a line is drawn on the field). Each visa can carry only 6 fruits. During his turn, the player places the tile with the cart back to the center of the mill, and takes a tile from the playing field with fruits on it.  The player must put as many fruits as are drawn on the tile back into the pot. If the stack of tiles on the field ends, then a finca tile with the image of some fruit is drawn. It is awarded to the player whose collected tiles have the most images of this fruit - this gives an additional 5 points to the final score, and the empty area is placed as a hacienda. The game continues until all the haciendas are displayed. You can also get a bonus tile during the game - the player who first collected tiles with numbers from 1 to 6 gets 7 bonus points. The second - 6 points, the third - 5, the fourth - 4. You can also use special chips during your turn - round tiles in the amount of 4 pieces. What they provide: a chip with the image of a donkey and the number 10 - you can transport 10 fruits at a time (an ordinary donkey carries only 6); a chip with the image of the wings of the mill and a crossed-out donkey - you can move your farmer to any of the wings of the mill, but you do not get a visa with a donkey (this tile is usually used in the case when you urgently need some fruit, and it is not possible to take it using simple moves, or when many farmers have gathered on one of the wings, and standing up you can take a lot of fruit); a chip with the image of two wings of a mill and a farmer - you can go as a farmer twice in a row (or as different farmers); a chip with the number -1 - you can reduce the cost of transported fruit by 1 fruit (this tile is used when there is not enough fruit to take a tile, for example - a tile costs 2 oranges and 2 almonds, and the player has only 2 oranges and 1 almond - we use the -1 chip, take a tile, and give the bank 1 fruit less, this chip can also be used to take 7 fruits instead of 6. We would also like to note that if special chips were not used during the game, 2 additional points will be added to each during the calculation of points.  Separately, I will talk about a very nice nuance of the game. In the case when it happens that one of the types of fruit runs out, and the player does not have enough of this fruit after the end of the turn, the market for this fruit collapses. In this case, all players return to the bank all the chips of this fruit accumulated at the moment, and after that the player takes the appropriate amount of fruit into the piggy bank. The same thing happens with carts. If a player needs to take a cart with a donkey after his turn, and it is not at the mill, then the freight market collapses, and all players return all donkeys (except special chips) to the center of the mill, and after that the player takes the cart assigned to him. Moreover, when both the fruit market and transportation collapse, the player who collapsed and who needs to take the missing fruits or carts, also on a general basis, first returns the fruits or carts to the bank, and then takes what is due. In the total number of fruit tiles, there are some that do not have a fruit image, but have question marks and the cost of the tile for transportation. This means that in order to take this tile, you need to return to the bank any fruits in the amount indicated on the tile. The plus of collecting such tiles is that you can quickly collect tiles from 1 to 6 and pick up a +7 bonus card; it is not necessary to collect certain fruits - any belri and carts, carts, carts... The minus of collecting such tiles is that they do not participate in the drawing of finca tiles, which can significantly affect the result - because when counting, sometimes you can win with an advantage of only 1 - 2 points. After the fruit tiles have run out and all haciendas have been placed (4 for 2 players, 5 for 3 players, 6 for 4 players), the game ends and points are counted. The sum of all fruit tiles, finca tiles, bonus tiles, special chips (if any) are considered. Fruits left by the players do not take part in the account and are returned to the bank. The player with the most points wins. The game attracts primarily with its unpredictability. If 4 people are playing, it can be problematic to plan your next move - the situation at the mill can change a lot in a round. Well, and, of course, excitement in the pursuit of fruit and the necessary tiles. For me personally, in this particular game, victory is especially desirable...

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07.06.2023

 For me, Dust Tactics is a case where, after opening the box and playing the game, I got what I expected and even more what I was promised. Easy to learn, fast and dynamic game of soldiers. In DT, you can actually start playing about half an hour after opening the game. While one carefully adjusts cannons, machine guns and searchlights to robot walkers, removes soldiers from personal ziplocs and prepares the playing area, the other carefully reads the rules. The rules are explained in five minutes, and thoroughly fixed in the memory during the first game. In order to make the right decisions, it is important to know the characteristics of all the fighters represented on the field and to be aware of their strengths and weaknesses, as well as special tasks, but this can be learned in one or two fights. In terms of dynamics, perception of what is happening and passion, the game resembles hockey, behind which chess is hidden - with positional struggle, forks, sacrifices and exchange of pieces. In the first round, players take turns placing one figure on the field. For the next 2-3 rounds, the positional struggle and the convergence of troops continue - the players try to increase their chances of victory. Then comes the battle itself, in which everything is decided by the die, but based on the chances with which the players approached it, and regrouping if both sides managed to survive it. Since the basic set involves healing the wounded and the arrival of reinforcements, it is usually over in 5-6 rounds. All battles take 10-60 minutes depending on the scenario and the experience of the players. At the same time, the simplicity of the rules does not interfere with the depth of tactical possibilities provided by the variety of specialized combat units. But even though each figure is unique and the armies are asymmetrical, at least the base DT set is balanced. It's funny to realize, but in this game there is a place for dice. You have to throw them a lot, but usually the throw is accompanied by a surge of adrenaline and excitement, which is only a plus. In addition, part of the decisions that have to be made during the battle comes down to a game of probabilities. What is more effective - to concentrate the fire of all the weapons of a combat unit on one unit of the enemy to destroy it, or to disperse the fire and weaken the combat power of several of his units? What is better - to move to the enemy and open fire first or to give the right of first attack? The one who attacks second is usually weakened, but can make a strengthened attack that allows you to re-roll once for each mistake. Sometimes the dice bring surprises, but in the 9 games we played (and 6 and a half hours of pure game time), we encountered only two curious cases. Having left the lone grenadier with a laser alive and switched to a more serious goal, I could not even think that he would be able to turn my walker into a pile of useless scrap metal with one successful attack. Usually the laser doesn't have enough power to destroy a walker in 1 turn, but it has a sneaky ability - a success on the die allows you to re-roll the die, and so on until the first miss; all successes at the same time accumulate and turn into damage. On the next turn, the "laserman" passed away, but already a hero, although not the only one. Approaching the Axis infantry, the Allied rangers, armed with shotguns and flamethrowers, enveloped the enemy in a hail of shot and mixed fire. What was their surprise when the smoke cleared: the brave soldiers, who should have been in the best of worlds, decided to linger in the blood and ashes of the battlefield, and almost in full force. The dagger (which cannot be abandoned, since it was announced as a backup option to dice rolls), only proved that the "shotguns" connected with the wrong ones - all the dice of the frozen frits showed hits and led to the grave of four Allied soldiers. But I wouldn't call this kind of case a flaw in the game. This is the difference between Dust Tactics and chess - sometimes a piece performs a planned maneuver not quite as expected. I think there will be those who remember computer chess, in which the knight, for example, is also deliberately stronger than the pawn, but when he tries to eat it, a separate screen opens, where the battle between them takes place, and there is a small chance that that the pawn will emerge from it as a winner. Dust Tactics is exactly that. So the first impression that luck is more important than calculation in DT is misleading. The statistics I received after returning home only confirmed that the die in DT decides who wins, with a game of roughly equal players, when none of them made a mistake (trust me, it's a shame to realize that after a series of mutual exchanges you are left alone with the opponent's pawn, having only a squad of infantry in his hands, physically unable to harm him). Victory due to the will of chance is possible, but it is much rarer. To summarize the impression, I would like to emphasize that Dust Tactics is more of a board comic that lives by its own laws and has its own internal logic than a military game. DT is a soldier game, not a war game, but unlike Memoir '44, which I successfully parted ways with, I'm perfectly fine with it in this case. Well, I'll add a spoonful of tar: the Dust Tactics base kit is just the beginning, nice and exciting, but the beginning. And the continuation will be expensive for everyone who wants it. Judging by the already announced expansions, the set of one additional infantry unit will cost $15-20, and another walker, albeit with the possibility of "transformation" into different models, will cost $25. The price for the additional eight-scenario Operation Cyclone military campaign, flavored with two new heroes, as well as elements and terrain tiles, is $40. But it is pleasing that under the current model of distribution of the game, everyone decides for himself what to purchase additionally. It remains to illustrate the rules of Dust Tactics.  The battle takes place on a caged field with impassable areas, ammunition crates and anti-tank hedgehogs scattered on it. The terrain is set in one of the eight scenarios included in the Dust Tactics core campaign, or according to the rules of the free scenario. In the second case, the players decide how rugged the terrain will be, and then take turns placing impassable areas and cover on the field, which is itself a struggle for future positions. The game lasts several rounds until one of the parties to the conflict is destroyed or the scenario's victory conditions are met. During the round, players take turns walking one of their idle combat units. When activated, a combat unit can either move and attack, or attack and move, or move double the distance, or attack with a single miss roll, or use a special ability that requires activation. Who starts the round is determined by a roll of dice: both players roll 3 dice each, and whoever gets more hits chooses who starts. In case of a tie, the dice are rolled over. While the Allied hero "Bazooka Joe" is in play, the Allies roll 4 instead of 3 when determining initiative. In the first round, players enter troops on the field in predetermined sectors, which is also part of the positional struggle. Combat units are introduced one at a time, the right of removal alternates between players. Once on the field, a combat unit can either move or attack, provided that an enemy is within range of its weapon. Determining the radius of movement and shooting range follows the same rules: a path is laid from the source to the target, while 1 cell horizontally is worth 1 point of movement or range, the first cell diagonally - 1 point, and each subsequent cell - 2 Thus , zones of possible movement and range are clumsy "circles". All base set miniatures have 1 movement point, giving 2 points when double movement. In addition, one of the Allied ranger units has the Fast trait, which allows you to gain +1 movement point. As for the Axis, the walker "Luther" due to the Charge quality is able to move one cell further, provided that it appears after that in a cell adjacent to the enemy. "Luther" then attacks with his "claw". The most common firing range is 3-4 points, but Axis Ludwig and Allied Pounder walkers are equipped with guns that have infinite range. Neither soldiers nor equipment can enter the impassable cage: walker A1 cannot go left, and infantry B4 can't go down. Soldiers can "go around" impassable cells diagonally (again, let's look at B4), and walkers - only at a right angle (A1). Both soldiers and equipment (A1 and A2) can enter cells with ammunition boxes, and the equipment can crush the box. Cells with anti-tank hedgehogs can be entered by soldiers, the way there is ordered for the equipment (A1, A2 and A4). Combat units that are unable to enter cells with the enemy. Soldiers can pass through cells with friendly troops, but cannot stop at them (A3). Walkers are afraid to crush or conquer their own, so they do not walk through occupied cells (B3). However, Allied walkers have the Jump trait, which allows them to cross an obstacle at the cost of double movement. No one can go diagonally in the direction of a corner, both sides of which are impassable (B4). The role of an impenetrable cell in this case can be played by the enemy (and in the case of equipment) squad. In order to shoot at a target, it is not enough that it be within range of fire. A continuous line of sight connecting the center of the shooter's cell with the center of his victim's cell is also required. Boxes with ammunition do not interrupt the line of sight (A2 and B1 can shoot each other). Anti-tank hedgehogs block line of sight only for soldiers who wish to open fire on soldiers (B4 and A2 do not fire at each other). Soldiers can also fire at enemy soldiers if their own or another combat unit is..

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06.06.2023

 Battlestar Galactica is a cooperative game that supports from three to six (optionally expandable to seven) players, in which one or two of them, depending on the number of participants, turn out to be "traitors" and play against their comrades. The average playing time is about 2.5-3 hours. I would immediately like to dispel the myth about the need to watch the series before sitting down at the gaming table. This is completely optional, and you won't lose anything fundamental, since the game is completely self-sufficient. PLOT AND MECHANICS  The task of the human players is to lead the fleet, led by the "Galaxy", to a certain distance without losing either the cruiser itself or any of the key resources - Population, Food, Fuel and Morale. The task of "traitor" players is quite the opposite. The plot of the game, without being sly, repeats the television one. Cylon robots, created by man, revolted, destroyed most of the people, forcing those who remained alive to seek salvation by fleeing. The remnants of humanity on their spaceships, united around the last hope - the cruiser "Galaxy", are trying to break away from the pursuit of the Cylon fleet and find a new home with the prosaic name "Earth". The case of rescue is complicated by the fact that the Cylons have managed to create 12 models of humanoid robots and introduced them into the glorious ranks of the human race. And so "who is who" makes up the lion's share of the intrigue of both the series and the game. At the beginning and in the middle of the game, each participant secretly receives a so-called loyalty card from the others, which determines whether your character is a Cylon or a human. The game has a lot of characters, each of which is endowed with its own special skills, as well as unique positive and negative properties. It is not difficult to guess, it may happen that in the first part of the game, not a single cylon will appear on the field, and in the second phase, the player who honestly saved all this time will learn that he was made and programmed for a completely different matter. Such collisions perfectly diversify the personal game in each game. By the way, the developers, taking everything into account, quite accidentally managed to foresee a strong role potential in the game. Whether you use it or not is up to you, but it is there. Each participant's move consists of two phases - movement and action. In the first case, you can move to a location on a ship, in space or on a special track of Cylons that have opened to the world, in the second - to activate the properties of the location or play the text of one skill card. At the end of the turn, except for specially stipulated cases, a so-called crisis should be drawn from a special deck — a task that must be solved or failed by all participants. The crisis system is the heart of the game; they initiate the fleet's problems, but also propel it to victory. Most crises offer to solve the problem by scoring a certain number of points with skill cards. There are a total of five such types of cards in the basic box, of different colors for convenience. Characters have their own set of two or three different types. In the event of a crisis, the participants secretly lay out their cards from each other; only those whose types are shown on the crisis map are considered positive, the others are negative. Then the sum is calculated and the result is announced. HUMAN HUMAN WHO?  Like any cooperative game, BSG involves constant communication between the participants in the process. Making a plan of action, finding tactical tricks, analyzing the nearest moves - the game provides all these possibilities. Now consider that among the players there is a person who participates in this discussion, but only his goals are completely different. BSG has two unique positions - Admiral and President. The former decides which route the Galaxy will take to victory, the latter has exclusive rights to use Quorum cards that can facilitate the salvation of humanity. What is the Admiral's motivation for suggesting a crisis: the desire to save scarce cards of a certain skill for a more serious problem, or the goal of reducing a key resource? Can you trust the intuition of a player who has arrested another character based on circumstantial evidence alone? Should you support your neighbor who plans to re-elect the current president? Which of the two players who are furiously accusing each other of betrayal is right, or is it possible that the real Cylon is the one watching it all with a hidden smile? Withdraw fighter jets to cover the civilian courts or take the latter to a safe sector for the time being? Sacrificing fuel to save the population, or abandoning people, but leaving kerosene reserves for a long jump? There can be dozens of such questions per game session, and each time you will have to make a choice, because if you just wash your hands, the game will make this choice for you, and most often not in your favor. Some conclusions when calculating the hidden enemy can be made based on the simplest deduction, for example, calculating who put a card of a negative color in this or that crisis. Others are based on the study of the player's behavior at the table (skills acquired in poker battles will prove to be very relevant), others are based on the analysis of game actions. And, of course, you should not forget about banal intuition, the only question is: will it fail at a crucial moment? However, even if you are not a particular fan of talking, arguing and persuading, there will be a place on board - balanced decisions, calmness and a rare but timely word are worth a lot. This is what the game for humanity looks like - continuous choices, searching for a way out of another critical situation, paranoia and painful doubts about which of those sitting at the table you can trust. HIDDEN THREAT  And what about the cylons lurking under the mass of virtuous people? Playing as a hater of humanity is no less intense and interesting. On the one hand, you are out of panic and paranoia - being the bearer of a Secret, so far hidden from everyone, is a lot of fun. On the other hand, there is a constant search for the right solution alone, a minute-by-minute analysis of your actions, and the feeling of a cornered beast when a loop of well-founded suspicions tightens around you. There are a lot of action options, and this game is advantageously different from similar boxes. In particular, in Shadows over Camelot, another co-op game with a "traitor", the latter has to do as little as possible to win, and when he is revealed, the game takes on a distinctly mathematical flavor. In "Galaxy", a cylon has to crawl out of his skin to bring the hour of complete destruction of humanity closer. Provoke conflicts within the crew and silently enjoy the raised panic, waves of arrests, mutual insults and insults. To take a risk is to fail crises, to make silly moves and honest eyes, or, on the contrary, to contribute in every possible way to the passage of problems, to emphasize one's merits, to prove one's humanity in order to strike one blow at the right moment. And how not to miss this moment? When to take off the mask? Moreover, even after showing his true nature, the Cylon player does not leave the game: you still have to finish off the miserable people, and this may not be easy, because BSG, after discovering all the Cylons, easily turns into some kind of military headquarters game. Paranoia gives way to gut feeling, panic to cold analysis and development of a set of tactical actions. The same thing happens if, according to the game conditions, there are two Cylons, and on the opposite side of the conflict. And how such a confrontation will end is often unclear until the last move. CONCLUSIONS Of course, like any challenging game, BSG has its flaws. This also applies to game balance. In particular, with an even number of participants in the basic version, you need to use the rule of a person who sympathizes with the Cylons, the essence of which is that if there are a lot of resources at a certain moment, she will play for the Cylons, and if there are not enough - for the people. Such a situation is easily calculated, and experienced players are forced to sacrifice one of the resources in order for the "sympathizer" to join humanity. Despite the not so significant amount of text, the game remains very language-dependent until all participants know the meaning of all the skill cards by heart. True, it is not a problem to get a translation of all the cards in the game, but constantly searching for the right text can slow down the gameplay a lot. BSG is not a game that you only need to play once to understand and get involved. Several parties will go only to get acquainted with the possibilities provided by the basic box. The open architecture allows you to find more and more options for action, connections and tricks (in this, by the way, it reminds, oddly enough, Dominion), but it requires more and more game sessions. It is not easy for beginners to enter the company of the mother of players for this reason - the illusion is created that everyone knows what to do except you. It is treated only with subsequent games, if, of course, the desire remains. In general, "Galaxy" is a very "game-addicted" game. It only takes one of the participants to lose interest in what is happening at the table, as it instantly affects the atmosphere and course of the game. Due to the high degree of conflict given by the game mechanics, playing with children, pregnant women and vulnerable young people is not recommended. Battlestar Galactica is a very interesting and challenging game. It is not difficult to understand its rules, but it is not easy to learn to win in it. The frenetic dynamics, when enemy fighters are swarming around the ship, and every wrong decision can turn out..

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04.06.2023

 Yesterday we tested the game The Golden City, which arrived at the beginning of the week. Since the parcel was from Germany, I have the game in German - Die Goldene Stadt (published by KOSMOS). The field and game components are completely language-independent, incl. to master it, only the rules in Russian or at least in English are necessary. The original rules take up only 4 pages, in the Russian version that I was able to find on the Internet, there are only 2 of them (there are no pictures, and they are not particularly needed - the rules are very simple).  The field is of good quality, moderately bright, wooden houses without chips and well painted, cardboard components from 3 mm cardboard, playing cards are quite dense, but "Business cards" (the equivalent of victory points) in quality as in the Manager (if someone remembers), that is. cheap paper  Inside the box is an organizer with more compartments than components. Why? Not clear. However, there are 4 slots for cards - enough to spare, because of cards in the game is 88, and the depth of one card slot is 70. Protectors are desirable, because after all, cards are not linen. Protectors from Fantasy Flight Games Mini European 1 11/16 x 2 5/8 (44x68 mm) are perfect, although they are sold in 50 pieces, and the package, on average, costs 150 rubles, but they are dense, unlike CardPro, which are sold in pieces of 100 rubles for 100. According to my own feelings, I like the FFG protectors much more - they fit like a glove, cards do not pop out. Two people played, but the game is for 3-4 players, so I had to play for two at once. Preparation for the game takes no more than 5 minutes. When playing with three, each player gets 18 houses and the hand with which to vote, when playing with four - 16 houses. Each player gets three coins twice, one "Coast" type landscape card. The rest of the landscape cards are shuffled and resounded one card at a time. 8 product cards are shuffled and the top 3 cards are placed face up. Nearby are placed 8 bonus cards (very necessary, which greatly affect the final calculation), 6 key cards, etc. "Business letters". Also, 16 scoring cards are laid out so that "1" is on top and "3" is on the bottom. That's it, you can start the game. The playing field is an island. There are 16 coastal locations along the coast, with the Golden City itself in the center, and between them are 30 rural locations - forests, meadows, mountains and wastelands - 12 of which are near the river. All locations are connected by a network of roads. The game consists of several rounds. Each round consists of 6 phases: Opening of scorecards. Teaching landscape maps. Bidding for a pair of landscape cards. Construction of houses. Receiving "Business letters". Changing the first player. The scoring map shows which riverside towns need to be captured in a given round to get Business Letters, and it also shows the item that will earn its owner additional Business Letters that round. In a game of three, 3 pairs of landscape cards are laid out, in a game of four - 4 pairs. Next, starting with the first player, everyone lays out their hand on the pair of cards they want to get. Next, all players clockwise do the same. If someone placed his hand on occupied cards, he must pay one coin to the Bank and remove the hand of the one who previously voted. Accordingly, the one whose hand was removed can choose a free pair or put his hand on his previous choice of a pair of landscape cards, but having already paid 2 coins, etc. When a hand lies on each pair, the phase ends. The construction of houses must be carried out according to certain rules: building a house requires a connected chain of already existing cities, that is, you cannot build a house somewhere in the middle of the map. It is necessary that the houses are connected by a network of roads, starting from a house built in a coastal location; in a coastal and rural location, only one house can be permanent; you can build up to 2 houses per turn (more simply won't work, because you only have 5 landscape cards); to build a house in a coastal location, it is necessary to discard 1 card of this location; to age a house in any other location, it is necessary to discard 2 cards of this location; to build a house in the inner part of the city, you need to discard 2 maps of this location + a key; Obtaining "Business Letters" from the card played in the first phase. Counting takes place in two categories: for goods and houses standing on one of the rivers or in one of the quarters of the city. If the player has the goods shown on the scoring card, he receives 2 "Business Letters", if the player has at least one house on the river shown on the scoring card, he receives 2 "Business Letters", similarly per sector cities If you are the only player with the right type of goods, you get 2 additional letters. If you are the only player or the player who has more houses than others on the required river, you get 2 extra cards. That's all the action. The game continues until one of the players has built all their houses (the round will be played to the end) or until all the "Business Cards" have been exhausted (which, in my opinion, is not realistic). At the end, bonus cards are revealed, which can dramatically change the situation. The winner is the one with more "Business Letters" at the end of the game. As a result, what we have: a highly addictive, simple, multi-award winning family game that can be played by three or four people in 60-80 minutes. For serious board players, the game will seem too simple, but for people who do not want to bother with the rules and engage in "taking away the brain", as well as for families with children from 7-8 years old - this game is perfect...

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03.06.2023

 "Zooloretto" does not let go. Point. I don't stop liking this unimaginative game at all... On the shelf there are untried "Dracula" and "Shadows of Camelot", recently "Warcraft" came with an add-on, and I want to play "Zooloretto". If anyone doesn't know, Zooloretto is a game about a zoo. In it, players act as managers of their own zoo, buy animals, build stalls and new enclosures, in short, do everything to earn victory points. As one of my friends likes to repeat: "Everything is like in life." "Zooloretto" is not really an original game. The author (the well-known Comrade Shakht) reimagined his most successful brainchild - the game "Coloretto" - in a new way: threw the hell out of abstraction, added money to the game, replaced colored cards with tokens with animals, and voila! We had to come up with a new name... Before us is a game that looks great, with simple rules, high dynamism, low competitiveness. In short, a find for the family. "Professional" boardgamers perceived the game as recycled material, saying that "Coloretto" is pure gameplay, leavened on interesting mechanics, and "Zooloretto" is purely a money-making game. But! This game has one great feature - it is not abstract at all. For me personally, this is the main reason why I prefer to collect animals rather than pieces of colored cardboard. Any action in this game is closely related to the setting and is logical. Money brings a very light economic aspect to the game in addition to the tactical one, and add-ons provide a fan. Appendix one: Tokens of Podlanka. Finally you can make abominations! These are nine tokens of problems that play in the zoos of rivals and close places for animals in enclosures, prohibit the construction of stalls and break the roof of the reserve, forcing to spend on major repairs. I like to make abominations! Appendix Two: Mission Maps. Loudly shouted, of course, about the mission. Simply, at the beginning of the game, each player receives a card on which it is indicated for which animals the player will receive more points, and for which he will not receive at all. Only 5 animal species out of 8 are shown on the maps, which makes players compete harder for them. At the beginning of the game, these cards create a light atmosphere of the game "Mafia", everyone is thinking about who will collect the giraffes you need, and who will push the useless pandas, for which you will not get points anyway. But you can throw these pandas into your spare! They don't give a minus for them either! Supplement three: "Zooloretto XXL". It is the simplest. Just doubles the number of tokens. However, there is another side to such a sharp increase. There are too many animals! Now the reserve is swelling like yeast, and you have to buy a large aviary without fail, although this does not save the situation much. zoos of the world stand, apparently, empty cells) and cut off glasses for it. However, the course is not very profitable. 6 points for the first serve, 5 for the second, 4 for the rest. Other additions somehow did not work for me. Scatters of mini-addons from one Super Animal tile, such as King Kong, Christmas Reindeer, and other fabulous fauna, have a common drawback: they give a big advantage to whoever acquired that animal. "Zooloretto Exotic" introduces a new system of visitors to the game, which, as if from another game, was torn off. "Aqualoretto" (Shacht knows how to invent names) is the same thing, but filled with lappet. In our gaming group, which consists of girls, the game went with a bang! Fewer than two or three games in a row are played extremely rarely, since the duration of the game is 15-20 minutes. The number of jokes and pranks at the table is off the charts. The game is recommended to everyone who does not like complicated rules, as well as to all animal lovers. PS The most frequent phrase during the parties: "Buy an elephant!"..

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