Saturday, April 30, 2016

Systems Saturday - Castles of Mad King Ludwig (2014)

I didn't get to play the full game this time because something came up but I've played Castles of Mad King Ludwig (2014) a few times before and always enjoyed it.  Laura and Al stopped out for a Lake Geneva Games gameday and were part of a tight crowd of players that put game after game on the front table that day.  When I had to step away, I made sure another player took my place so the game could continue.  I hate when it happens but sometimes the choice isn't in your control.  I'm glad a spare player was nearby and willing to jump in.


The description from Board Game Geek is as follows:
In the tile-laying game Castles of Mad King Ludwig, players are tasked with building an amazing, extravagant castle for King Ludwig II of Bavaria...one room at a time. You see, the King loves castles, having built Neuschwanstein (the castle that inspired the Disney theme park castles) and others, but now he's commissioned you to build the biggest, best castle ever — subject, of course, to his ever-changing whims. Each player acts as a building contractor who is adding rooms to the castle he's building while also selling his services to other players.
In the game, each player starts with a simple foyer. One player takes on the role of the Master Builder, and that player sets prices for a set of rooms that can be purchased by the other players, with him getting to pick from the leftovers after the other players have paid him for their rooms. When a room is added to a castle, the player who built it gains castle points based on the size and type of room constructed, as well as bonus points based on the location of the room. When a room is completed, with all entranceways leading to other rooms in the castle, the player receives one of seven special rewards.
After each purchasing round, a new player becomes the Master Builder who sets prices for a new set of rooms. After several rounds, the game ends, then additional points are awarded for achieving bonus goals, having the most popular rooms, and being the most responsive to the King's demands, which change each game. Whoever ends up with the most castle points wins.

I love how this game is constantly shifting during play and how one can change their strategy and fate by picking up additional bonus goals.  Plus, it's just damned fun building a rambling castle.  Truly, a fun game!


A look under the hood of various Games, Rules and Systems.
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Friday, April 29, 2016

Tabletopper Friday - Ora et Labora (2011)

We managed to get one more game of Ora et Labora (2011) to the table last week, this time it was with Tom and Wendy.  Wendy hadn't played before but Tom and I had played often enough now to make teaching the game to someone else fairly simple.  She had played Le Havre before, so some of the nomenclature was already at her commend.


The description from Board Game Geek is as follows:
In Ora et Labora, each player is head of a monastery in the Medieval era who acquires land and constructs buildings – little enterprises that will gain resources and profit. The goal is to build a working infrastructure and manufacture prestigious items – such as books, ceramics, ornaments, and relics – to gain the most victory points at the end of the game.
Ora et Labora, Uwe Rosenberg's fifth "big" game, has game play mechanisms similar to his Le Havre, such as two-sided resource tiles that can be upgraded from a basic item to something more useful. Instead of adding resources to the board turn by turn as in Agricola and Le Havre, Ora et Labora uses a numbered rondel to show how many of each resource is available at any time. At the beginning of each round, players turn the rondel by one segment, adjusting the counts of all resources at the same time.
Each player has a personal game board. New buildings enter the game from time to time, and players can construct them on their game boards with the building materials they gather, with some terrain restrictions on what can be built where. Some spaces start with trees or moors on them, as in Agricola: Farmers of the Moor, so they hinder development until a player clears the land, but they provide resources when they are removed. Clever building on your personal game board will impact your final score, and players can buy additional terrain during the game, if needed.
Players also have three workers who can enter buildings to take the action associated with that location. Workers must stay in place until you've placed all three. You can enter your own buildings with these workers, but to enter and use another player's buildings, you must pay that player an entry fee so that he'll move one of his workers into that building to do the work for you.
Ora et Labora features two variants: France and Ireland.

We played the French variant of the game which adds grapes and wine to the mix as well as bread.  I focused more on buildings that produce prestigious items and upgrades them, so I spent less time looking at buildings.  I think there were some points left on the table from buildings I could have had and that might give other players easy meat to pick up, so I need to be more careful in that regard.  I did get all of the top Settlements, so that worked out well but their placement could still be tweaked to get maximum points out of the buildings I place.  Still, it was a very good outcome even with such room for improvement.

Mostly about card games and board games,
unless they have a decidedly wargamey feel.
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Thursday, April 28, 2016

Nostalgia Thursday - Guillotine (1998)

I've only played Guillotine (1998) a few times, and only in the last five years.  It's a fun little game and the packaging is clever, in that the titular device also acts as a spacer within the box to keep the cards in place.


The description from Board Game Geek is as follows:
The French Revolution is famous in part for the use of the guillotine to put nobles to death, and this is the macabre subject of this light card game. As executioners pandering to the masses, the players are trying to behead the least popular nobles. Each day the nobles are lined up and players take turns killing the ones at the front of the line until all the nobles are gone. However, players are given cards which will manipulate the line order right before 'harvesting,' which is what makes the game interesting. After three days worth of chopping, the highest total carries the day.

No need to say much about this game.  It's easy to pick up and learn.  The text on each card guides your strategies.  And there isn't all that much text, so the game proceeds quickly.  If you see this one in your FLGS, pick up a copy because you won't be disappointed.


Focusing on the roots of current tabletop gaming
with an eye toward the last century and before.
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Wednesday, April 27, 2016

Wargaming Wednesday - Campanica, Fort Lee, & More

Over on blmablog.com, Big Lee Hadley treats us to a battle report of a game with his daughter (who tents her fingers in evil glee) titled "The Battle of Campanica" here.


Also, on theangrylurker.blogspot.ie, we get a peek at the wonderful antics of Francis Lee and friends with Part Two of his Fort Lee Battle Report here.


Finally, on chirinesworkbench.blogspot.com, a week full of wargaming is recounted here.


A closer examination of board and miniatures Wargaming.
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Tuesday, April 26, 2016

Terrain Tuesday - Film Sets, Scratch-Building, & Stargate

Over on ebaumsworld.com, they share "Famous Movie Scenes That Were Actually AMAZING Miniatures" here.


Also, on usulshomeworld.blogspot.com, he shares a tutorial on making wargaming terrain here.


Finally, on the Carasibana YouTube channel. they share a "3D Printed working Stargate dialing."  Enjoy!



For purposes here, the term Terrain is used broadly
to cover 3D and 2D maps, foam, felt, and such.
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Sunday, April 24, 2016

Minis & Modeling Monday - D&D, All Natural Arts, & Teri Litorco

Over on merricb.com, as part of his Meric's Musing reviews, Merric Blackman gives us a look and his impressions of "The latest set of WizKids Icons of the Realms miniatures for D&D" here.  Always a treat to read his thought on pre-painted plastic minis as he's been at this quite a long time.


Also, on the All Natural Arts Facebook page (also has a website here), sculptor Sue Beatrice mentioned some tiny weapons she was preparing for a custom order.  She said, "These 18 tiny knives and swords were created using antique and vintage watch parts. The red gems you see are watch rubies. These will all go into a custom piece belonging to a young knife collector on his 18th birthday. Each blade was honed to a sharp edge (can you find the little slice one made on my palm?)"  She also mention that she would unveil that project on Monday, April 25th on the Facebook page here.


Finally, on the Teri Litorco YouTube channel, she has an nifty video showing an "Easy X-Wing Repaint Tutorial: Poe Dameron's T-70."  Of the various Star Wars games that have come out lately, including Armada, X-Wing, and most recently, Rebellion, I've enjoyed them all but X-Wing definitely seems to be that one that crops up on convention and gameday schedules for tourneys.  Enjoy!



A look at prepping and painting Miniatures,
crafting buildings and paper Models,
and other non-terrain stuff for the tabletop.
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The Sunday Miscellanea - Tabletop, Giant X-Wing, & Blood Rage

Over on wilwheaton.net, Will tells us "Here’s The Game Lineup for Tabletop Season Four."  He adds a few caveats and explanations here.


Also, on fantasyflightgames.com, they show off a "Giant X-Wing Board and Pieces!" here.


Finally, on the Toucan Play that Game YouTube channel, they have a new video titled "Blood Rage - Play through - The 1st Age."  Enjoy!



Essentially, a clearinghouse for topics on MFWARS.com
not covered elsewhere or wanting a particular focus.
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Saturday, April 23, 2016

Systems Saturday - The Gallerist (2015)

One of the more complex boardgames I have played recently is The Gallerist (2015).  My pal Wendy brought it to a Burlington Gameday where she, Kiff, Tom, and I worked our way through the rules with little prep.  A couple of us had the chance to briefly watch portions of a video and only one of us really glanced at the rules.  This works fine for simple games with few rules like Liar's Dice or Love Letter but for a game like The Gallerist with all new players involved, everyone who is going join in needs to take some time to learn at least the basics in advance.  A two-hour game need not take five to six hours to learn and play.


The description from Board Game Geek is as follows:
This age of art and capitalism has created a need for a new occupation - The Gallerist.
Combining the elements of an Art dealer, museum curator, and Artists’ manager, you are about to take on that job! You will promote and nurture Artists; buy, display, and sell their Art; and build and exert your international reputation. As a result, you will achieve the respect needed to draw visitors to your Gallery from all over the world.
There's a lot of work to be done, but don't worry, you can hire assistants to help you achieve your goals. Build your fortune by running the most lucrative Gallery and secure your reputation as a world-class Gallerist!
Maximize your money and thus win the game by:  
  • having visitors in your gallery; 
  • exhibiting and selling works of art; 
  • investing in artists’ promotion to increase art value; 
  • achieving trends and reputation as well as curator and dealer goals.

The game itself has a fair number of sub-systems in place to guide players through the different actions they can take, and they are well delineated within the rules.  Step-by-step instructions are easy to follow and need to happen in order so that the various resources are properly accounted, spent or accrued.  There's a limit to how much can be accomplished in any given turn and players will almost always wish to do more than they can, and this is fine.  It creates a need for long range planning and higher orders of strategy that helps in some less complex games but is required in games like The Gallerist.  Fortunately, there are also Kicked-Out actions which can be taken off-turn to increase how much can be accomplished in a game for each player.  Be prepared to use these but don't rely on them.  This is also a game with many ways to score points and many times during and at the end of the game that this can happen, plus combinations of those methods, not all of which need to be at odds with what other players are trying to achieve.  Competition between players can be direct, in-direct, or almost non-existent.  It'll take a few playthroughs of The Gallerist to really get a handle on it, even basic strategies, but that is in this game's favor.  With games like this, discovering more and more about them with each playthrough is part of their charm.


A look under the hood of various Games, Rules and Systems.
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Friday, April 22, 2016

Tabletopper Friday - Le Havre (2008)

We had another chance to play Le Havre (2008) last week and so we did, once again.  Always a treat to play this game as it continues to be challenging as an individual and as a competitor among other players.  It's not often we get a full five players for this game, so we had to squeeze onto two Culver's tables a bit but we were all game to do so.


The description from Board Game Geek is as follows:
In Le Havre, a player’s turn consists of two parts: First, distribute newly supplied goods onto the offer spaces; then take an action. As an action, players may choose either to take all goods of one type from an offer space or to use one of the available buildings. Building actions allow players to upgrade goods, sell them or use them to build their own buildings and ships. Buildings are both an investment opportunity and a revenue stream, as players must pay an entry fee to use buildings that they do not own. Ships, on the other hand, are primarily used to provide the food that is needed to feed the workers.
After every seven turns, the round ends: players’ cattle and grain may multiply through a Harvest, and players must feed their workers. After a fixed number of rounds, each player may carry out one final action, and then the game ends. Players add the value of their buildings and ships to their cash reserves. The player who has amassed the largest fortune is the winner.

I'd almost forgotten how much easier it is to feed your own populace in a five player game of Le Havre but glancing at the player mats, I noticed that this considerably eased my "No Ships" strategy.  I urge folks to print the player mats up for their own game from the BGG downloads.  They make refreshing oneself to the particulars of the variations for a particular number of players very simple which in turn speeds up the game.  You'll find them in the file section here and named as "Le Havre Player Aids (2 Players)" and so on up to five players.  Despite having some buildings that were very much in demand, I got edged out on this game and probably should have allowed for a bit of debt in favor of exploiting my fishing prowess to amass a larger fortune along the way.  I really must learn that a little debt in Le Havre is not the end of the world.

Mostly about card games and board games,
unless they have a decidedly wargamey feel.
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Thursday, April 21, 2016

Nostalgia Thursday - Quo Vadis? (1992)

At Culver's last week, Jim brought out his copy of Quo Vadis? (1992).  I showed up a little late and didn't play but watched just the tail end of this game.  It's one I will have to try in the future as the theme definitely intrigues me.


The description from Board Game Geek is as follows:
In an interesting departure from his normally computational-heavy game structure, Reiner Knizia put together this negotiation game. Players are represented on the board by a group of politicians moving through a network of committees, and need to seek support from their competitors to advance upward toward the Senate. Supporting an opponent gains you prestige, needed in quantity at the end of the game. Once all five Senate positions are filled, the game is over, and only players who have a politician in the Senate are eligible to win. Of those players, whoever has the most prestige wins.

Simple components and clever mechanics make this an engaging game for clever players.  I'll post more on this after I get the chance to play it but think of this blog post as a placeholder and reminder to myself to make sure I make it happen.


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with an eye toward the last century and before.
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Wednesday, April 20, 2016

Wargaming Wednesday - Star Wars: Rebellion (2016)

One of the wargamey boardgames I recently played is Star Wars: Rebellion (2016).  It's brand new and Wayne brought it to A Gathering of Gamers at the Pizza Ranch in Elkhorn, WI, on a third Sunday.  Bruce and I gave it a go while Wayne officiated.  It was still a little rocky as Wayne had only just gotten the beast but we jumped in fairly quickly and played a full game through the afternoon.  It's a beautiful game with lots of bells and whistle to make it an excellent value.


The description from Board Game Geek is as follows: 
Star Wars: Rebellion is a board game of epic conflict between the Galactic Empire and Rebel Alliance for two to four players!
Experience the Galactic Civil War like never before. In Rebellion, you control the entire Galactic Empire or the fledgling Rebel Alliance. You must command starships, account for troop movements, and rally systems to your cause. Given the differences between the Empire and Rebel Alliance, each side has different win conditions, and you'll need to adjust your play style depending on who you represent: 
As the Imperial player, you can command legions of Stormtroopers, swarms of TIEs, Star Destroyers, and even the Death Star. You rule the galaxy by fear, relying on the power of your massive military to enforce your will. To win the game, you need to snuff out the budding Rebel Alliance by finding its base and obliterating it. Along the way, you can subjugate worlds or even destroy them. 
As the Rebel player, you can command dozens of troopers, T-47 airspeeders, Corellian corvettes, and fighter squadrons. However, these forces are no match for the Imperial military. In terms of raw strength, you'll find yourself clearly overmatched from the very outset, so you'll need to rally the planets to join your cause and execute targeted military strikes to sabotage Imperial build yards and steal valuable intelligence. To win the Galactic Civil War, you'll need to sway the galaxy's citizens to your cause. If you survive long enough and strengthen your reputation, you inspire the galaxy to a full-scale revolt, and you win. 
Featuring more than 150 plastic miniatures and two game boards that account for thirty-two of the Star Wars galaxy's most notable systems, Rebellion features a scope that is as large and sweeping as any Star Wars game before it.
Yet for all its grandiosity, Rebellion remains intensely personal, cinematic, and heroic. As much as your success depends upon the strength of your starships, vehicles, and troops, it depends upon the individual efforts of such notable characters as Leia Organa, Mon Mothma, Grand Moff Tarkin, and Emperor Palpatine. As civil war spreads throughout the galaxy, these leaders are invaluable to your efforts, and the secret missions they attempt will evoke many of the most inspiring moments from the classic trilogy. You might send Luke Skywalker to receive Jedi training on Dagobah or have Darth Vader spring a trap that freezes Han Solo in carbonite!

I decided to do the opposite of what I normally do in wargamey boardgames and try to play this less like a wargame than one would assume necessary.  This resulted within a couple of turns in a deficit of military units that would never be possible to overcome.  Mind you, this was a strategy I tried with the Rebels and would never attempt this with the Alliance.  The Alliance needs military units in abundance to search for the Rebel base in addition to prosecuting war.  In any event, I didn't allow that deficit to influence Rebel strategy.  I'm not sure it is possible to win this way but in the final turn when the Rebel base was captured, the Rebels had lined up four Objective Card points worth of Missions for Rebel Leaders to perform that would have meant a Rebel victory.  I say I am not sure because there were a couple of missteps for the Alliance regarding Alliance Leaders locking down systems when used to react to Rebel Leader missions.  Now that I've seen the cards, I would say that a non-wargaming strategy might still work but not if taken from the outset.  I think the Rebels need to hold their own militarily though the first third of the game and could turn fully to non-wargaming strategies in the second and third phase.  Plus, I would avoid placing the base on a Populace World even if remote relative to starting positions.  Pick a random non-Populace planet a bit out of the way and do nothing to support it or draw attention to it.


A closer examination of board and miniatures Wargaming.
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Tuesday, April 19, 2016

Terrain Tuesday - DRAGONLOCK

Tom Tullis of Fat Dragon Games is no shrinking violet when it comes to being on the front edge of the tabletop terrain industry.  For the last year or so, he's been diligently working on professional, 3D printer models of dungeon terrain and has made them available under the name DRAGONLOCK on OBS sites like DriveThruRPG here.  Naturally, there is a Dungeon Starter Set which is available here.


Also, have a look at his DRAGONLOCK: Dungeon Items 1 here.


Finally, check out the three DRAGONLOCK: Dungeon Expansion Sets here, here, and here.


For purposes here, the term Terrain is used broadlyto cover
3D tabletop pieces made from foam, felt, and other materials.
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Monday, April 18, 2016

Minis & Modeling Monday - Playmobil, Carriages, & Tank Tracks

Over on mirror.co.uk, they show us "More than 26,000 Playmobil figures set up in war reenactment as part of world record attempt" here.


Also, on factorydirectcraft.com, they have some "White Baby Carriage Shower Favors" that I have been seeing some RPG crafters turn into 28 mm wagons for their tabletop games.  See the originals here.


Finally, on Buypainted YouTube channel, he shows us how to paint Tank Tracks.  Enjoy!



A look at prepping and painting Miniatures,
crafting buildings and paper Models,
and other non-terrain stuff for the tabletop.
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Sunday, April 17, 2016

The Sunday Miscellanea - Liar's Dice (1987)

I think the last time we played Liar's Dice (1987) was late last year, and I posted about it here, but it gets sees the top of a game table around here a handful of times per year.  How it is that John hadn't played this game before is a mystery but Jim, Tom, and I introduced him to the wonderful world of Doubter's Dice (which Jim informed us was the original name!).


The description from Board Game Geek is as follows:
Liar's Dice is a dice game where each player is given five dice and cup to roll and hide them with. Players make successively higher declarations regarding the results of all the dice remaining in the game, e.g. "there are ten sixes". However, someone can always contest the bid. When that happens, all the dice are revealed and either the bidder or the caller loses dice, depending on who was correct. The last player with dice is the winner.

We played too quick games and I was out of each in record time.  I could claim that I was just showing John the ropes, but the truth of the matter is that Jim Ward is a colossal liar and a first class, blue ribbon, magnificent bastard.  I love Jim Ward with a burning hatred forged in the fires of dozens of lost games.  Should I one day meet him in a Valhalla for gamers, I will raise a mug of Mountain Dew to him, but this is not that day!  And he might have been lying about the original name, now that I think about it. That sunova . . .


Essentially, a clearinghouse for topics on MFWARS.com
not covered elsewhere or wanting a particular focus.
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Saturday, April 16, 2016

Systems Saturday - Ora et Labora (2011) Reprise

It was only a couple of days after our first go-around with Ora et Labora (2011) that we got the chance to try it again.  It was the same players and we took another stab at the Ireland version since we had only dabbled with it the first time.  At this stage, I had done a bit more reading on the entire Harvest series by Uwe Rosenberg and decided I need to play the others before 2016 ends.  As stated in yesterday's blog, I have played Le Havre (2008) and Caverna (2013), but not the first in the series, Agricola (2007), nor have I played At the Gates of Loyang (2009), Glass Road (2013), or Fields of Arle (2014), though my friend Tom has a copy of this last one.  I noticed quite a few games of Loyang being played at the last Gaming Hoopla, so it might be one of the more popular of the series locally despite being one of the earliest.


The description from Board Game Geek is as follows:
In Ora et Labora, each player is head of a monastery in the Medieval era who acquires land and constructs buildings – little enterprises that will gain resources and profit. The goal is to build a working infrastructure and manufacture prestigious items – such as books, ceramics, ornaments, and relics – to gain the most victory points at the end of the game.
Ora et Labora, Uwe Rosenberg's fifth "big" game, has game play mechanisms similar to his Le Havre, such as two-sided resource tiles that can be upgraded from a basic item to something more useful. Instead of adding resources to the board turn by turn as in Agricola and Le Havre, Ora et Labora uses a numbered rondel to show how many of each resource is available at any time. At the beginning of each round, players turn the rondel by one segment, adjusting the counts of all resources at the same time.
Each player has a personal game board. New buildings enter the game from time to time, and players can construct them on their game boards with the building materials they gather, with some terrain restrictions on what can be built where. Some spaces start with trees or moors on them, as in Agricola: Farmers of the Moor, so they hinder development until a player clears the land, but they provide resources when they are removed. Clever building on your personal game board will impact your final score, and players can buy additional terrain during the game, if needed.
Players also have three workers who can enter buildings to take the action associated with that location. Workers must stay in place until you've placed all three. You can enter your own buildings with these workers, but to enter and use another player's buildings, you must pay that player an entry fee so that he'll move one of his workers into that building to do the work for you.
Ora et Labora features two variants: France and Ireland.

I don't have too much to add from yesterday's overview except to say that the prestigious items (worth victory points) should not be underestimated.  In the four player game we played, the scores in other categories were virtually identical with one player winning entirely because of the additional points from those prestigious items and a single wonder.  It should be pointed out that the ability to utilize the workers of others was used more extensively in this followup game and that mechanism disallows any player from getting a complete monopoly on production of prestigious items.  While it might seem necessary to control their production to gain the lion's share of points from them, I'm not so sure it is.  Allowing someone else to control such buildings and paying to have their worker use it for you also has the effect of tying up their worker, which can be an important part of a winning strategy.  I'll play this one some more and keep an eye on how that plays out.


A look under the hood of various Games, Rules and Systems.
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Friday, April 15, 2016

Tabletopper Friday - Ora et Labora (2011)

My buddy Tom recently picked up a copy of Ora et Labora (2011).  We're fans of Le Havre (2008) and Caverna (2013), and others locally love Agricola (2007) which I inexplicably haven't played, so this game is long overdue for us to try.


The description from Board Game Geek is as follows:
In Ora et Labora, each player is head of a monastery in the Medieval era who acquires land and constructs buildings – little enterprises that will gain resources and profit. The goal is to build a working infrastructure and manufacture prestigious items – such as books, ceramics, ornaments, and relics – to gain the most victory points at the end of the game.
Ora et Labora, Uwe Rosenberg's fifth "big" game, has game play mechanisms similar to his Le Havre, such as two-sided resource tiles that can be upgraded from a basic item to something more useful. Instead of adding resources to the board turn by turn as in Agricola and Le Havre, Ora et Labora uses a numbered rondel to show how many of each resource is available at any time. At the beginning of each round, players turn the rondel by one segment, adjusting the counts of all resources at the same time.
Each player has a personal game board. New buildings enter the game from time to time, and players can construct them on their game boards with the building materials they gather, with some terrain restrictions on what can be built where. Some spaces start with trees or moors on them, as in Agricola: Farmers of the Moor, so they hinder development until a player clears the land, but they provide resources when they are removed. Clever building on your personal game board will impact your final score, and players can buy additional terrain during the game, if needed.
Players also have three workers who can enter buildings to take the action associated with that location. Workers must stay in place until you've placed all three. You can enter your own buildings with these workers, but to enter and use another player's buildings, you must pay that player an entry fee so that he'll move one of his workers into that building to do the work for you.
Ora et Labora features two variants: France and Ireland.

It took us a little bit to get going with this game and after a false start we played through quite a bit of the Ireland version of the game, then packed up and went down the street to try out the France version, which we played through to the end.  One can see how the Harvest series developed in some very good ways by the differences between this game and Le Havre.  One can also see what was retained and improved.  Flipping counters is still used for materials/goods and the processes for doing this is tied to buildings, largely.  We liked the addition of the rondel and how it acted both as a market for supply and demand and a countdown clock, in that once something sat around long enough to get relatively valuable, someone was going to grab it.  Waiting too long for some particular resource meant maybe not getting enough of it for your overall plan.  While it might seem odd that each player has three workers throughout the game, even as their monastery grows, this works well for this game as an abstraction that helps avoid needing to regularly feed, a mechanic that Le Havre relies on heavily.   I also enjoyed the concept of clearing land and gaining some resources thereby as well as space to grow the monastery.  I had some trouble reaching a competitive victory point total this first time around but enjoyed how the game allows for gameplay to reward accomplishments individually for what a single player is building alongside rewarding overall play comparatively with victory points.

Mostly about card games and board games,
unless they have a decidedly wargamey feel.
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Thursday, April 14, 2016

Nostalgia Thursday - Dungeon Tac Cards

Recently, some folks brought up the old Judges Guild product known as Dungeon Tac Cards.  Over on museumofplay.org, they present a nice summary of this product here.


Also, on acaeum.com, they give a full breakdown of each printing of the Dungeon Tac Cards here.


Finally, on the Jeffrey McArthur YouTube channel, he reminisces about this 40 year old product.  Enjoy!



Focusing on the roots of current tabletop gaming
with an eye toward the last century and before.
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