Tragically, I have not decided to write about the biological process by which carbon dioxide becomes oxygen and water becomes sugar. Rather, I’m here to talk about Photosynthesis the game – a forest-building strategy system with rotating advantages. I’m of the opinion that introducing this to chess players specifically would be highly entertaining – like chess, it’s all strategy, and unlike chess, there’s trees!
The basic principle of Photosynthesis is this: you’re trying to score points by facilitating a complete life cycle for your trees, and to do that, they need sunlight. The sun rotates around the board, however, so which trees shadow each other changes from turn to turn!
Light Points are earned by trees left in sunlight, more points the taller they are, and spent to grow, plant, and purchase. The latter was the mechanic that took the most adjusting to, at least for me. Not so much buying the trees before using them, as a limited pool of next-size-up certainly focused our options a bit, but that when you replace those – when a large replaces a medium, and the medium goes back in the pool – it goes back to the to-purchase section, rather than what’s available for use. I wasn’t particularly fond of this choice, but to each their own.
Something I did like about the mechanics, however, was the incentivization of competition. Players start around the edges of the board, you see, and for the most part we kept to our own, out where we could keep from blocking our own light. However! Trees are worth more the closer to the center they are. And since cashing in large trees is the only way to score points – other than a leftover Light Points exchange, which is not favorable – it got us spreading out.
Each player represents a different type of tree, which the seeds show. As a botany nerd, this of course made me very happy. My favorite part of this game, though, is the art on the backs of the player boards. Isn’t it pretty?!
I would loosely describe Thud as asymmetric chess – an all-strategy game for two players, but in which each player is operating off of different rules. It’s based on a battle in Terry Pratchett’s Discworld featuring a smaller force of larger opponents, and a larger force of smaller ones.
Due to sheer size, the Trolls (the larger characters) both move more slowly and need only land adjacent to a Dwarf to capture it. Dwarves, on the other hand, zip about the map much like chess’s queens – but they can only capture if enough of them have lined up to fling the front Dwarf into the nearest opponent. Who must be directly in line with them. It’s rather challenging.
To the rules’ credit, they warn you that the Trolls are much easier to play, and the Dwarves take some getting used to. Also to their credit, the game is played in two rounds, so each player gets to play both sides – overall victory is scored not so much by who won, but by who lost less. If you fielded the Trolls’ jump-‘n-thump and their shove propulsion – their version of flinging a friend – enough to actually capture any of them, you’re doing pretty well. Presumably, it’s possible with enough practice for the Dwarves to present a serious challenge.
Ultimately, we decided this game wasn’t for us, and I hope our copy finds someone who cherishes it and enjoys the puzzle it presents.
It’s always a delight when a game can multitask! Wingspan is one of those strategy games with lots of moving parts and several ways to earn points. We’ve played it four times now and I haven’t used the same strategy twice! It’s also an educational deep-dive into the birds of North America.
It’s essential that the core mechanics are simple – everything else is as complicated as you let it be, and as informational as you let it be, but the actual pattern all play follows is pretty straightforward! Each player has little colored cubes and a player board. Each turn, there are four actions available to them. The first is to play a bird in the leftmost open space in one of their three habitats, marking the column with a cube. After the first column, playing birds costs eggs.
The other three actions are specific to those habitats. In each case, your cube starts in the rightmost open space of the habitat, on the habitat’s ability itself, and then moves left, giving you the choice of activating each bird it passes over, provided they have a “When Activated” ability. (Also possible are “When Played” and “Once Between Turns.”) The habitats themselves are the forest, which lets you gain food – necessary to play most birds – from the birdfeeder; the grasslands, which let your birds lay eggs; and the wetlands, which let you draw more bird cards. A round is over when all cubes have been placed, and one is then used to mark end-of-round scoring. The result is that your number of actions each round goes down as the number of things each action does goes up. The game has four rounds. Scoring is a tally of the point values of your birds themselves, end-of-round goals, bonus cards (you pick one at the beginning of the game and can draw more later), eggs, food on cards (bird ability), and tucked cards (also a bird ability). Like I said – many ways to earn points!
And then, of course, there’s the technical aspects. The educational aspects. The part I’m nerding out over the most. Including the swift-start, the cards cover 180 North American bird species, including: their common names, Latin names, their habitats, what they eat, the continents they live on, nest type, wingspan, and how many eggs they lay in a year – that last one was brought down to scale. Some of these are just neat – continents, Latin names – and some are mechanically relevant! Various cards and end-of-round goals are dependent on nest type, or number of eggs in a particular nest type. (There’s a wild type that counts as everything, and in reality they have non-standard nesting habits. Like black terns, which apparently nest on water.) How many eggs the species naturally lays determines the limit for how many they can have in the game. Wingspan is relevant specifically when certain predatory birds are preying on the top card of the deck – if it’s below a certain wingspan, it’s edible. There is so much love and care and research permeating every inch of this game; it’s palpable and contagious. I expect the same is true of the expansions, too, which feature other continents! Someday…
There have been some changes to Hearthstone since I last posted about it, bringing good news and bad news. The bad news: they’ve discontinued Duels, which I was rather fond of. The good news: they’ve added a Duos mode to Battlegrounds!
Instead of eight players fending for themselves, four sets of two share health stats with their partner, and so must coordinate their approach. This includes the ability to Pass cards to your teammate’s hand at the cost of Gold. To that end, you can flag certain cards or other options (i.e. Tavern Upgrade) to confer with your opponent! It’s a very simple system, just a checkmark, an x, a question mark, and a portal symbol. Part of the joy for me has been learning how to click with each new teammate, because we all use the same four-symbol shorthand a little differently!
For the combats themselves, you and your teammate take turns fighting first, facing off one-on-one with an opponent until one or both combatants lose all their minions. Their teammate(s) immediately tag in, the fighting continues, and whichever team still has minions in the end does damage! If one player defeated both their opponents, their teammate’s minions fill in the empty spaces in their board and contribute to the damage total.
(Additional note: the Anomalies update I mentioned in the previous Battlegrounds post was, I believe, Season-specific, and isn’t currently in effect. They shuffle cards and rules like that with the major updates, so there’s always something new to play with!)
Meeple Party is, in fact, a game in which Meeple throw a party. Who knew? Better yet, it’s cooperative, so you’re all throwing a party together! As parties generally should be.
There are, by default, five Roommates throwing the party. Players each pick one to play and the rest are NPCs. All players can move all Roommates, just like they can move all guests, but certain Surprises will give or take Stress from specific Roommates, which is the only time your specific character matters. The backs of the character tiles double as rooms – those rooms specifically are optional, but there are a certain set required in the house, namely a Kitchen, Living Room, Dining Room, Bathroom, Bedroom, Door, and Outside. Rooms are arranged however the players want.
Each Roommate’s turn starts by welcoming a new Meeple to the party. This means drawing one out of a bag, and then placing them in a room of your choice and activating their effect – each color of Meeple is a different personality type, with can draw Meeple toward them or push them away. The exception is the white Meeple, which cause a Surprise and then disappear back into the bag, to cause more later! In the photo below, we drew The Conga Line as our Surprise – it moves all Meeple in the room with the most to the room with the least, which is how we wound up with five in the Bathroom. You then move a Meeple of your choice to an adjacent room and activate their effect. The goal is meet your Photo criteria!
We’ll get to Photos, but first – Disasters. The difficulty level you chose at the beginning of the game will determine whether you get individual or communal Disasters, or both! Disasters list criteria you must not meet, lest you gain Stress. If all players get three Stress, the party ends prematurely because you blew up and kicked everyone out. If you have individual Disasters, they only trigger on your turn.
After that, you get to check for Photo opportunities! Everyone has two Photos in hand that they’re trying to take, with either a minimum or exact requirement. Sometimes these clash painfully with Disasters, like when I needed exactly one Flirt and one Jerk in a Bathroom, and also couldn’t have Jerks and Flirts in the same room without incurring Stress.
The good news is, 3, 6, 9, and 12 o’clock on the Clock refresh Disasters! The Clock activates after you check for Photos, and after you move it up one space per Photo you completed this turn. There are a few different effects, some more inconvenient than others. (*cough* laying down Meeple *cough*) (Laying down Meeple can’t be moved until you’ve taken a turn to stand them back up. They’re napping, sick, etc.) You then replace any Photos or Disasters you triggered this turn.
The length of the party is also determined at the beginning of the game; in the (out-of-game) photos, we were playing Casual, or a 12-Photo goal. The objective is to reach the end of the party without completely stressing out!
This one has a colorful and entertaining realism (which is not a word I thought I’d assign to Meeple) and the mix of cards, chosen room arrangements, chosen difficulties (in multiple ways), and optional items and pets (each with their own mechanics) all combine to give Meeple Party a whole lot of replay value! We haven’t played the alternate game modes yet, but I look forward to trying the Hot Tub Party, where you aim to get as many Meeple into the Hot Tub before stressing out.
Surprise! I’m not done with Hearthstone yet. If you haven’t read my first two posts on it, you can find those here and here. All caught up? Great! The third play style is Tavern Brawl, which has a new set of rules each week. For instance, “[y]our deck is full of wannabes who cast a random spell at a random target when played.” Some rules, like this one, provide you with a deck, while other times you’ll have to build your own. Depends on the week!
The fourth option on the main menu is “Modes,” which leads you to… four other options. Arena and Duels are both a three-strikes system in which you build a deck and try to win as many games as you can before you’re out; each can be played using Gold or Tavern Tickets, and each wins you more prizes the longer you last. Duels also has a Casual mode, which costs nothing but has no reward. As for the mechanics, Arena features the traditional characters and rules, while Duels has its own characters, with extra abilities and increasing Health and deck size the further in you get. I personally prefer Duels, both because it has that Casual option and because it’s my kind of chaotic. I especially like how the addition of new cards each turn forces my strategy to grow and adapt; it’s ever-changing, which means it’s never boring!
Solo Adventures are Hearthstone’s story mode, where you can play through the characters’ origin stories and learn more about their history with each other. Functionally, it’s a lot like traditional Hearthstone, but against an NPC and with dialogue. Some arcs have you rooting for yourself more than others; March of the Lich King was painful because I didn’t want Arthas to win, knowing full well the villain he was becoming. Others are clearly the hero of the story, regardless of whether they’re in the Book of Heroes. (Rokara is in the Book of Mercenaries. She’s also the most consistently heroic character I’ve played so far.)
The final game mode is Mercenaries, which is by far the most unique. Whereas the others are about picking the right cards, success in Mercenaries is more about what you do with the cards you’ve picked. It works like this: to take on a Bounty, you put together a party of six Mercenaries. Protectors deal double damage to Fighters, who deal double to Casters, who deal double to Protectors, so you might base who you bring on which type your opponent is. However, your opponent is the last in a whole lineup of NPCs you’ll have to fight to reach them, so the ideal party has a little bit of everything. Pick wisely, because once you start the Bounty, you’re locked into those six cards. Success is instead contingent on picking, 1) the right three to have in play for any given combat, and 2) the right abilities from each of them to maximize effect. Each ability has a speed, with the lower numbers going first, and you can see what your opponents have picked before choosing moves yourself. Be exceedingly careful with the Health of your characters, though, because if a Mercenary dies, they’re out for the rest of the Bounty! And if everybody dies, big surprise, you’ve lost. There are a few major perks to this game mode, too. First is that, like in Duels, you’ll get a new upgrade after each fight, which lasts for the duration of the Bounty. The second is that, unlike Duels – or any other Hearthstone mode – each combat grants your Mercenaries XP, which unlocks new permanent abilities! You’ll also receive Merc-specific Coins, which can be used to upgrade those abilities.
The closest that traditional Hearthstone gets to this is the Reward Track – by playing games and completing daily or weekly quests, you progress along a track that earns you Gold, cards, Tavern Tickets, and Card Packs, which can be opened for five cards apiece. Battlegrounds also has its own track, where you can earn Hero skins and emotes.
And that’s Hearthstone! I definitely didn’t cover everything, but we’d be here for a very long time if I did. Hearthstone is near and dear to me, so I hope I’ve managed to impart at least the impression of everything, in case any piece of it interests you, too. See you in the Tavern!
Battlegrounds is an 8-player competition where you each pick one of two Heroes (randomly pulled from a broader lineup), start with three Gold, and instead of using your own card collection, you have to buy minions from Bartender Bob. Unless your ability says otherwise, minions cost three Gold apiece, refreshing the selection costs one, and the cost of upgrading your Tavern Tier decreases by one each turn. There are six Tavern Tiers. As you upgrade through them, you unlock higher Tier minions, usually with better abilities. In both traditional and Battlegrounds, you may only have seven minions on your Board at a time; in Battlegrounds, minions sell for one Gold (with exceptions). If you acquire three of the same minion, they combine into a Golden minion with an improved ability, and playing it lets you Discover (pick between three cards) a minion from the Tavern Tier above yours! Each turn, your board of minions will go up against another player’s, attacking mostly at random (except where abilities like Taunt dictate otherwise). If you have minions left after your opponent’s have all been defeated, each surviving minion’s Tavern Tier is added to your own, and the sum is dealt as damage to your opponent. Unlike in traditional Hearthstone, the minions that died last turn also return to your board! This gives you a lot of opportunity to build them up; my favorite minion type for this is Mechs, to which Magnetic minions can bond, allowing you to not only increase their Attack and Health, but also give them additional abilities! Only five of the ten minion types are used in each game, though, so you have to get comfortable with multiple strategies.
Battlegrounds characters start with different amounts of Armor on top of their 30 Health, likely to counterbalance their various abilities, but just like in traditional Hearthstone, when you run out of Health you’re out. If there’s an odd number of players left, the NPC Kel’Thuzad will reanimate someone’s board so that everyone still have a match. The last player standing wins! Battlegrounds takes longer than traditional Heathstone, because while the duration of each turn is set, there is no Fatigue mechanic to limit the length of the game. However, because each turn is a set length, usually much longer than I need to make my decisions, I’ve found Battlegrounds is useful for when I want to work on something in small doses. I can take my turn, get something done, and then take a break while I take my next turn!
This week, they also came out with the Anomalies update, giving each game a special rule like “Only Mechs are in the Tavern” (a favorite of mine) or “Tavern Tier 7 exists. Start with 10 extra Armor.” As you might imagine, these massively impact your strategy, up to and including which Hero you pick!
The cherry on top is Bartender Bob himself. He talks. Sometimes it’s in response to actions or transitions, like “Don’t tell the others – I’m rooting for you” at the start of a combat, and sometimes he’s just making conversation, which is when he’s at his funniest. Some of my favorites include “”Oh, I’ve dealt with the League of Evil. Terrible people. But good tippers!” and “All the best minions come here. I’ve got the spicy pretzel mustard.” There is so much to be said for this game, and still this NPC is genuinely one of my favorite parts.
I want him dead, but more importantly I want to be the one to do it! Aaand that right there is the premise of the game Kill Doctor Lucky. Everyone is in Doctor Lucky’s Estate and, with the exception of Doctor Lucky, everyone wants to kill him, and so will foil anyone else’s attempts to do him in first.
Because it’s from Cheapass Games, the board doesn’t come with character tokens, so you’ll have to provide your own. In the pictures below, the centipede is Doctor Lucky. (Also, this is a three-player minimum game, so please ignore the fact that we only played with two.)
Everyone except Doctor Lucky starts in the Drawing Room, labeled with a 0. The Doctor’s starting position is determined randomly by cards. Gameplay is fairly simple – players may either move one space and, if the room they land in has a name, draw a card, or they may use Move and Room cards to move more than that, move Doctor Lucky, and/or attempt a murder. To try to kill Doctor Lucky, you must be alone with him in a room where nobody else has line of sight. Line of sight is determined by drawing a straight line between the doorways so, for instance, anyone in the Winter Garden can see into the Green House, Piazza, and Carriage House, and the latter three can also see into the Hedge Maze, but because of the way the doors are aligned, the Winter Garden does not have line of sight into the Hedge Maze.
If you successfully isolate Doctor Lucky, you may attempt to kill him. Either you’re using your hands for a value of one, or you can play a weapon for its murder value instead! Some weapons are worth more points in corresponding places. Like the Shoe Horn in the photo below, which would normally have been worth two points, but because the attempt took place in the Lancaster Room, it was worth seven!
At this point, the other players go around in order and choose whether or not to play Failure cards. For an attempt to fail, the collective Failure value must equal or exceed the value of the weapon! With the appropriate amount of players, this also incites a bit of gambling on whether you think the other players can foil it without you having to expend cards. I’ve seen games end quickly because of that gambit.
Provided Doctor Lucky isn’t dead and the game isn’t over, your turn ends with Doctor Lucky moving into the next numbered room along his path. Usually play passes clockwise. However, if Doctor Lucky’s movement brings him into a room with a player in it, play immediately skips to that person’s turn. Depending on where the Doctor starts and what everyone else is doing, it is entirely possible for one player to have taken three turns before another takes their first.
Dorkstock runs a life-size Kill Doctor Lucky at GameholeCon, and – having been suckered into being Doctor Lucky before – my personal interpretation is that the Doctor is so oblivious to everyone trying to kill them because they’re busy reading. I too may not notice a cannon going off near my head if I had my nose buried in a book!
Actually, time to be the Reckoners! The Reckoners board game is based off the Brandon Sanderson series of the same name, following a group of rebels (the Reckoners) as they challenge superpowered megalomaniacs like the Epic Steelheart. Appropriately, it’s a cooperative game, featuring a team of 1-6 players coordinating to defeat Steelheart before he wipes out the population.
That’s more complicated than it sounds, naturally. Steelheart has a lot of lackeys hanging about the city making life difficult, and whenever you defeat one, another takes their place. You have to defeat them, though, as left unchecked these Epics will devastate both the population and your efforts at defeating their boss.
The short version is this: players each have a character ability and dice, and each turn everyone rolls up to three times to determine their actions for the round. These include wiping out Enforcement (which accelerate the rate at which Epics grow more destructive), containing Epic abilities (the ways that they’re destructive), researching Epics’ weaknesses (to lower their health or, if they have a prime invincibility, to render them mortal), attacking Epics, and acquiring Plan Tokens or money. Plan Tokens act as wild dice, and dice in general are also used to move between parts of the city and take down barricades. The Reckoners will take their actions, cash in the rewards for any Epics they’ve killed, and purchase nifty gadgets to make their jobs easier. The Epics, in turn, will repopulate the vacant City Districts and activate their abilities, including Steelheart’s, who then moves to a random location. This is especially inconvenient, as you have to be in the same City District as an Epic to affect them. Steelheart also has a prime invincibility, so you have to research his weakness before you can deal him any damage.
The first time we played this, it wound up being a slow and calculated damage race between Steelheart’s health and the remaining population, won only barely. The second and third times, the damage part proved to be our strength. It helped that we played with Megan, whose character ability is turning one containment die into three attacks, and helped even more when we got her an Equipment Card that turned one anti-Enforcement die into three containments. In the picture below, she had the potential to do twenty-seven damage in one turn, or more if she used her Plan Tokens. Yeah… Steelheart didn’t stand a chance.
If you can’t tell by the fact that I’ve played it repeatedly, I adore this game. I loved the books, and to see them adapted so well into a board game I can play with my fellow fans is perpetually exciting! It’s heavy in both strategy and luck, and no matter what difficulty you play it at, a plan well-executed is always something to celebrate.
Articulate! is a party game one might call the word version of Charades. Someone is trying to convey the word on the card they drew, while someone else is trying to guess it. The difference is that in Articulate! the person conveying the word is doing so with… more words!
Play starts when the timer is upended. There are six categories on each card, and the active player will attempt to describe the word from the category their team’s token is on – for example, the Start space is Object – without using any form of the word itself. If their team guesses it, they get to draw another, and so forth until the timer runs out. They may also pass on one card per turn, unless they’re playing with house rules like we were; in our case it was twice. Occasionally, instead of categories a space corresponds to the spade symbol, which appears next to one random word on each card. I gather the official rules have special mechanics around this, but again, we were playing with house rules. We also didn’t use the spinner.
Once the timer runs out, the team counts how many cards they got right and moves their token that many spaces on the board. This determines what their category is next time! We found that the Person and World categories were UK-biased, so the others were easier for Mom and I to score high on. Especially Nature! Regardless of where you’re from, though, this is one of those games where the better you know your teammates, the more likely you are to do well. Especially if you can use shared fandoms to your advantage!
Victory, unsurprisingly, involves reaching the Finish space.
I also just discovered that Drumond Park (the company behind Articulate!) have all the cards for free on their website so that folks can play remotely! How cool is that?!