New Mill Industries Trick Taking Sweep

The trump track and different cards of Six of VIII.

The results of the Tricky Biscuits Trick Taking game rankings for 2024 are in. I realize I just talked about 2023 the other week but the group has been busy and we managed to play another 19 new games this year and put them through their paces!

The Ultimate top spot is actually a tie between Schadenfreude which I talked about before and Inflation! The latter of which, in addition to being the only one on the list with an exclamation point, underscores a more interesting trend that I would like to dive into more here. One publisher New Mill Industries occupies 5 of the top 10 rankings and 4 of the top 4 (ties make this weird…). In other words, one publisher’s games consistently wowed the group. A tiny independent publisher out of Brooklyn (essentially a one man operation) this company knows how to pick and publish great games. Part of this is in bringing over already proven designs from Japan that had small print runs, but New Mill has also published brand new games by local designers. The other key is really in just executing each game with great graphic design and clean rules for a reasonable price. I’d like to highlight several of these designs today. Also in honor of the spooky month of October New Mill is also taking preorders for some scary trick taking games due later this year.

Inflation cards and buttons. This played has currently played 58709 as their “card” this trick.

Inflation! Is actually a reprint of Zimbabwe Trick by Taiki Shinzawa, a truly prolific trick taking game designer who has more than 20 games under his belt. With Shinzawa there is usually one major twist on the standard trick taking formula that is explored to the limit. Because of this his games alwayst sound strange from the get go. In Inflation! The twist is that you do not clear the  played cards after each trick, but instead they stay there in front of who played them and become part of an ever increasing number. True to its theme, the numbers just keep going up. Also there are no suits, just numbers, however, the numbers themselves act as suits, so if someone leads with a 9 you must follow with a 9 of your own. The highest  cumulative number wins. In addition to this strangeness the deck is what is called a triangular deck. This means there are the same number of cards as each number. So there is 1 one card, 2 two cards and so on all the way up to 10 ten cards. A round of people playing 2, 5, 7, 8 and 9 can have cards added to make the next round 92, 55, 78, 96. What’s odd about this is that even though the numbers keep going up, it’s really your left most digit that is doing the heavy lifting for each round. Except for 10s. 10 is exactly as powerful as it sounds, but comes with a downside as your next card then covers the 1, leaving only the 0 digit as part of your ever increasing number. In other words, while you have a pretty good chance of winning with a ten, you likely won’t win the next trick.

Charms similarly has players not remove cards, but plays with the suits and numbers being separate cards

Ok, so far, so strange, but how do you score in this game? That is actually my favorite part. In a cute bit of minimalism the game comes with a set of medium black buttons, and small white buttons. At the beginning of the round players look at their hand and bid how many tricks they are going to take by taking the equivalent number of black buttons. As the tricks play out players take a white button every time they win a trick and fit it inside their black buttons taken at the beginning. Tricks are worth one point each, but if you manage to hit your bid exactly each trick is worth 2 points. So there is a virtue to precision. Ducking tricks when you’ve already hit your bid, but making sure to win enough to make your bid. A lot of Shinzawa’s game’s have bidding in them, and while I am not great at it, each time I play one of his designs I improve and enjoy more of this type of scoring. Another Shinzawa game, Charms, was also in our top ten, and uses this same “don’t clear your cards” mechanism, but instead of increasing numbers players can either play a new number or a new suit as they are on separate cards. It’s neat to see the designer iterate on this same twist and take it in a different direction.

Icarus club has an extra 11 card hand that is public information. It dictates what the lead suit is for the 11 tricks of the game

New Mill often bundles games with a similar mechanism or theme together. The number two and three spots on our list emphasize this. They are  Icarus Club by Hugame and Seven Prophecies by Hinata Origuchi. Each of these games uses a lane of cards that determine the lead suit, instead of the usual method of players choosing a lead suit based on their hand, It is a simple twist which again produces a lot of depth and nuance. In both games it feels more like you are riding out your hand as best as possible given the suits determined by the lane. You get a lot of information about the future and can plan more, but are also restricted from changing this lane much, if at all. Icarus Club is themed after a casino with each of the suits representing a different game (Craps, Roulette, Blackjack, Poker or Slots). While the trick lane dictates what cards can be played, when you win a trick you are allowed to take one of your won cards and change another suit further down the lane, increasing the number of cards and points that trick is worth. So winning let’s players wrest back some agency from the game. However, players have to be careful to not take too many tricks or they’ll get kicked out of the Casino. This detail is similar to Schadenfreude in that you often want to be second, just barely vs being first. It’s a bit more indirect than Schadenfreude, but you can stack up a lot of points in a particular trick as a sort of trap for them to score too high.

Seven prophecies is a bit of a table hog with each trick left face up to score the predictions. Note the suit lane along the top.

Seven Prophecies uses this same trick lane, but you can’t modify it in any way. Instead, like the game’s namesake, you must predict how many times you will place for each trick. In other words how many times you’ll be first, second, third or fourth place. If I thought bidding was hard, this seems impossible. However the actual trick taking is simple enough that you have a chance if you look at your cards and what suits will win each round. There is no trump suit to upend things and there are only 10 tricks total. Again, less control but a sort of “ride the circumstances game” with some flexibility in your predictions (if you accidentally place 3rd in one trick maybe you can throw off and place 4th in the next). It’s a wonderful conceit and is executed perfectly. One area where we’re still sorting a bit is how to score this game. While the scoring in the rulebook is functional it’s pretty rigid and doesn’t fully lean into the strengths of the game, so we may try a variant in the future.

The final game of the New Mill Quintet is perhaps the most unique of all of them. In Six of VIII players are playing a trick taking game based on the Six wives of Henry the VIII. Yes, really! In a similar fashion to Seven Prophecies and Icarus Club there is a trick lane, however here it determines the trump suit, not what suit must be led. The suits themselves represent each of the wives and the order of the lane is not random but corresponds to the reign of each queen. Both the number of trump rounds and the number of cards in the deck itse;f is determined by the length of the reign, with the more unfortunate and short lived queens in the middle only having a trick or two at trump and with only the top range of the cards. From here players play a partnership trick taking game where each team of two players tries to take as many tricks as possible with some cards worth extra points on top of this. With all the nuance in the setup, it’s a relief that the scoring is pretty straight forward. However, there are a few more variant twists with two cards that are high in one suit and low in the other (spies), a King card that beats all, and of course, what would this game be without a Church of England card that can nullify a won trick. It’s perfectly thematic and absolutely zany. 

New Mill Industries dominated the top half of our picks this season

All five games were definitely a hit. But it’s worth noting that the graphic design on these games is also great. Cards are clear, simple and easy to read. None of them will win the most beautiful trick taking game of the year, but in these games, usability and clarity is king. And in a nod to October, New Mill Industries is taking preorders on four spooky trick taking games. I don’t know a lot about these, but here are the elevator pitches for each. In Idle Hands by Fukutarou players play a mission card that determines the suit, and wins cards if they play the highest of that suit, but since this is a trick avoidance game like hearts that’s not a good thing. In Man Eating House players play a single trick horror movie with a flow chart like resolution as to how the cards interact. There are all the Japanese horror tropes, and the makeup of cards played will determine whether the kids escape or are devoured by the demons. In Somnia by Kazuma Suzuki, players walk through a dreamscape where the trump suit and rank and points of the cards change dynamically in the middle of the hand. And in Reapers by the publisher himself, Daniel Newman, players draft their hands and then make a wager as to how they will do. All four games look truly strange both in art and gameplay and with the track record of the publisher I am excited to try them out. The best news is all of these games are readily available, no jumping through hoops or importing required. Happy Trick taking and happy trick or treat season.

Tricky Biscuits Best Trick Takers Season 1

Somewhere along the line of playing new trick taking games with my regular group I realized we needed a ranking system of some kind. I asked folks to rank things on a scale of 1-10, and immediately ran into a bit of a wall. That was a bit too fine a grade on things. So we moved to a more simple scale. Is a game Bad, Ok, Good, or Great. And then, is it in your top 3 of the current “season.” This seemed to land a bit better, especially when I brought a score sheet along one week with all the games printed on them to review. 

There was only one problem. Most of these games we had only played once, and we were now reviewing them weeks or months later. So I brought along the whole catalog of what we had played and held up each game to remind folks of how it worked. If they didn’t remember it too well, how good could it have been? And so the Tricky Biscuits season 1 ranking was born. We ranked a total of 18 games, and today I want to review a few of our top picks. It has been a few months since we ranked these and we are nearly complete with ranking our season 2, but given I wasn’t blogging then, and I recently shared my addiction to trick takers I wanted to make sure to share a few of my favorites.

Cat in the Box turns trick taking on its head with suit less cards

Our favorite game of the season, and one which sort of launched the group itself was Cat in the Box. I wrote about this briefly in my last post but want to cover it here in more depth. The charm and originality of this one is hard to deny. Unlike a normal trick-taking game,  all of the cards in Cat in the Box have no suit. They are all black and white, and can be played as ANY suit with a few restrictions. Instead, players are keeping track of what was played on a central board, and each time a suit color is declared for that card, the player places their token on the corresponding space on the board. Then, players must follow suit, like any other game, or they can declare themselves out of a suit and play something different, including the trump suit, red.

This is immediately strange. Instead of the cards in your hand dictating what you can play, players are more or less making up what is happening as they go along, with the only tangible thing being the numbers on the cards, and what is already marked of on the board. For example, if I play a card and declare it the Yellow 6, that spot is now marked off, no one else can play a six and declare it is yellow. The next player can play any other card besides the six and declare it yellow, as long as that space hasn’t been declared as well. Just like a normal trick taking game, the numbers in a suit begin to disappear after a few hands lead of that color. But just like the game’s name, this is all theoretical. If I want to stop playing yellow early, I could say I don’t have any yellow and play my 7 as a red 7. But the game remembers this, I have to declare myself out of yellow on my player board, and just like a normal trick taking game, I can now no longer play yellow.

This would all be well and good if we were just telling each other what we were playing and following the rules based on the theoretical cards we say we have. But there’s a problem true to the theme of the game. There are more cards in play than there are spaces to claim. There could be 5 or 6 7s in the deck, but only four different suits, four different possible 7s to play. Players discard some cards out of their hand at the start of the round, and don’t play their last card, so there’s some wiggle room despite the excess cards. But if any player is forced to play a card that CANNOT exist according to the games system, e.g. that 5th 7 when all the other sevens are played, a paradox is declared and the round ends immediately. That player scores no points and may have goofed up the other players math by accidentally ending the round early. And so a delightful tension develops, where players are trying to score points, and take control of the hand, but never get so greedy as to flip the game over and cause a paradox.

Seas of Strife has eight suits and goes all the way to 74

A second recent release I want to discuss is much more of a party style trick taker. Seas of Strife is actually a new release of another game called Texas Showdown which was originally called… Strife. The lineage gets a bit confusing. Even more confusing, due to a translation error there are two different ways to play the game. But first the set up. This is the only trick taking game I have played where there are no repeat numbers. The ranks keep going up from 0 all the way to 74. There are 8 suits that each a a decreasing number of cards in them from the largest suit of 0-10 to the shortest suit from 71-74. Already, this deck is very strange. The goal in the game is to AVOID taking any tricks. In a round each player plays a card and others follow if they can. Highest card takes the trick. However because of the odd suit structure, if a player is out of a suit they can play any card. The next player can follow EITHER suit. This continues and there can be 2-3 suits in play. The highest card of the suit that was played the most wins the trick. So even if I played the highest card in the game, the 74, if there were more of that low suit, say a 0, a 1, and a 4, the 4 would take the trick because that is the most common suit.

Every trick is a negative point, and so it is really about measuring when to get rid of your high cards in a suit so that you’re not stuck with a trick when that suit is played. The twist in the original variant is that playing the Highest card of each suit nulls that suit from winning the trick. So if in the example above the 0, the 1 and the 10 had been played, the 10 is the highest of that suit, and my 74 would end up winning the trick as the highest car remaining. Seas of Strife thrives at higher player counts, and is fantastic at six players, with the most chaos and most suit shenanigans possible. The printed rules in the box instead have it so that whoever plas and wins with the highest suit can decide who starts the next trick. Definitely less exciting but also a lot less chaotic. Given the high player count I think it’s best to lean into the chaos here.I am thrilled Rio Grande brought it back into print and it’s a very affordable box unlike some of the more niche games in the space.

Joraku Cards

Finally a personal favorite of mine and one that I played all the way back at Essen 2015 before playing again as part of season 1. Joraku combines trick taking and area majority. The setting is feudal Japan, and each player has a Daimyo, or warlord that they use to try to control one of the 6 regions on the board. Players play a pretty straight forward trick taking game with three suits of cards 1-6 and one ninja in each suit. Players must follow suit, but if they can’t they can play any card. The highest card wins regardless of suit, but 6s are defeated by Ninjas. So far, pretty standard.

The twist is that in addition to winning or losing a trick each card you play can be used to put out samurai in the corresponding region 1-6, or as action points equal to the card number for moving your tokens around or attacking other players. So in essence you are playing two games at once via the trick taking. This is important for two reasons. One at the end of each round the regions score for who has the most presence. But second, when you win a trick you simply do a smaller version of this area majority scoring wherever your warlord is. So while the trick taking is important it only ever scores you points if you are winning your local battle, and it may be better to lose a trick just to shore up a position on the map.

The Joraku board, where battles take place for an area majority scoring.

It is amazing to see a trick taking game capture the feel of a small tactical war game, while still ultimately being driven by classic trick taker mechanics. You must follow suit so you can’t always do exactly what you want on the map, but that makes it all the more important to win tricks in order to take control of the card play. The ninja beating high cards gives the card game heart just enough spice too as you don’t want to play your 6 early only to be defeated by a lowly ninja. There is a recent and very pretty deluxe edition which really leans into the theme, but I am happy with my small portable copy as well. Very much worth tracking down.

Look forward to a review of the best trick takers from season 2 in the coming months, and I hope these recommendations are a hit if you have the chance to try them out.

Memory Two Ways

Two great memory games

Memory is one of my least favorite mechanisms in gaming. Right behind Roll & Move, which was what defined most board games since Monopoly. But two recent games have taken memory and put it front and center in the game design to hilarious results. And what’s interesting is that each game uses memory to prove the opposite point. So today I would like to review these recent hits: That’s Not a Hat, and Wilmot’s Warehouse.

That’s Not a Hat proposes that our memory is not as good as we think it is. It asks players to hold 4-8 things in their mind, and proves how quickly we can fail at that once the cards are flipped face down in a sort of memory party shell game. In brief, each player is dealt a face up card with a simple drawing. For example, a guitar, a piece of Pizza, headphones and a skateboard. The start player then adds one card face up in front of them, and then flips the card face down and passes it to the player in the direction the card back points to. That next player must say “Thank you for the X” or question it by saying “That’s not an X.” If they accept it, they pass whatever card they have on to the next person, also flipping the card face down. 

Early on, this is easy. You follow the cards around on their journey around the table and try to keep track of what you were just handed, even when it is already face down when it arrives. But at some point, the shell game works and you forget something. Do you trust that you were just handed that piece of Pizza, or do you call the other player out. If you question any card, the card is flipped face up and whoever was wrong takes it as a penalty point in front of them. The penalized player then adds a new card to the set which is merciful as they add a card that’s face up from the central pile and don’t have to remember anything else, just yet. The first player to get three penalty points loses, and that’s the game.

The delight of That’s Not a Hat is the hilarity in how quickly we fail at this task. Early on players will receive a card and immediately forget the card that they had in front of them. Even this pause to think is pretty funny because it immediately makes the next player doubt whatever you tell them. So there’s a that can cover a lack of memory which is bluffing and turning the challenge over to someone else’s memory. Unlike a game of poker, this bluffing can be innocent, that you genuinely believe you are passing what you say you are, or just an educated guess. And at some point, once a lie has entered the system however innocently it can be even harder to keep track of the truth.

Black and white letting and the set direction of the cards can give you a clue.

The card backs use white lettering or black and the cards always go in the same direction around the table, so there are SOME facts about the cards even once they are face down that might help you keep track, but everyone I’ve played the game with is shocked at how hard this simple task is after a few rounds. It is especially funny when players state that they are passing something from a previous round of the game. Once the cards are face down, who truly knows what’s out there.

Wilmot’s Warehouse. I show tiles face up here, normally they are face down and players have a story as to what they mean

On the other end of the spectrum is Wilmot’s Warehouse. This game proposes a memory task that sounds impossible and then helps you prove that it was easier than you thought. Here’s the setup. You and up to 6 players fill a grid with 35 tiles each of which you look at once and then place face down. You are then tasked with a separate deck of cards that contain those 35 and more to match cards to their corresponding tile. You must do it in 5 minutes or less. Sounds pretty tricky right?

Each of these tiles has some abstract art on it. Players go around the table each drawing a tile of the stack, arranged into five stacks of seven tiles, one stack for each day of the week. When a player draws a tile they show it to the other players and discuss where it should go in the grid. The starting tile goes in the center and each future tile must be orthogonally adjacent to a previous tile. But here’s the critical part. Players are encouraged to identify the tile, in spite of its abstract nature, and then fit it onto the board thematically, starting or continuing a story as to how it relates to the previous tiles and why it belongs specifically in that spot. Essentially players are building what is classically known as a Mind Palace about the tiles which then helps the group remember exactly where everything is. The center tile could look a bit like an egg sandwich, which is then above the next tile that looks a bit like a grill, and below a twirling ribbon that represents flipping the egg while it cooks.

One of the challenge cards

The magic trick is that this actually works. And it works better and better the more in depth and internally consistent your story is. But the telling of the story is in itself hilarious. The connections your fellow players make and how everyone can then generally agree to and adhere to the logic that you build together is really something. For a twist, each day of the week besides Monday also has an “ideas from management” card that presents unique challenges for each day. These throw enough of a wrinkle in to keep each game fresh and challenging, and you may be surprised to hear that there are harder versions of these cards in addition to upping the tile count from 35 to 40 if you truly want a challenge. But every time I have played this game it has actually taken the group less than 2 minutes to match every item in the warehouse. Clearly what sounded impossible was actually a bit easy after all.

The bag full of tiles has the smiles at you

It has been over a week since I last played and I still remember pretty distinctly where some of those tiles were. But more than that, I remember the overall story and how we briefly became obsessed with egg sandwiches and who was making them, and the rules we made up about making them. That same tile we started with looked very much like a Tie-Fighter to me, and if we had started there I am sure the entire story would have been entirely different and equally wonderful. Wilmot’s Warehouse is not a game for everyone. One player in a recent game gritted their teeth and attempted to remember every tile themselves, not necessarily fun with that kind of pressure. But if you lean into the storytelling and treat it as a group activity it can be truly hilarious and utterly unique.

The two games combined provide opposite takes on memory, but both have been some of my favorites from this year and prove that the mechanism still has some life after all.

A Review of Spectral

This week I want to talk about one of my favorite new games from this year, but one that flew under the radar when it was released in May. Since the pumpkin spice latte is out in the wild and everyone is preparing for Spooky season a little early, let’s talk about Spectral by Ryan Courtney, where we go gem hunting in a haunted mansion. Spectral bills itself as a deduction game, and that’s true, but it has a unique blend of mechanisms in addition to deduction that I think put some people off who typically like that genre. By deduction game I mean something like Clue,  a game where players use deductive logic to find out a specific answer. Spectral has some of that for sure, but answers aren’t always as specific, and there is some luck involved which is often not what deduction fans are looking for.

A game in play, some cards flipped over and curses and gems places to show how the cards work.

But first let me describe how the game works in a bit more detail. In Spectral players place out investigators in the spaces between 16 cards arrayed in a 4 x 4 grid face down. When placing investigators between a card you are doing two things at once. 1.) you are claiming that spot, and if you are next to any gems at the end of the game you get a portion of those findings for being next to the card, and 2.) you get to look at one of the two cards you are in between and learn some information about somewhere else in the grid where a curse or gem is. Critically, cards that you see never tell you about that card. Players quickly scrawl this information in a charming investigation booklet so they can puzzle out their next move between other players’ turns. Gems are how you score points, but curses are the most spicy part of the design. Any investigators next to a curse are destroyed, and can’t claim any gems that are adjacent to them. You may think you are next to the same lucrative space as another player, but because of a curse that is adjacent to you, but not them, your bid is lost.

Early on, when the grid is a complete mystery players are only doing this to gain information. But as they learn more they may want to claim specifically juicy spots next to multiple gems, and therefore the claiming becomes more important than the information. When players place a piece it is essentially a bid, like in an auction game. Players can place out any number of their 18 investigator pieces. In order to beat another player’s bid and claim the same spot opponents must play double the number of investigators that are already there. Early on players are placing out single investigators, but as they learn information players may be willing to throw more and more investigators to firm up a claim or kick someone out of a key location. And you can always pass to wait and see where other players go but if all players pass sequentially the game ends.

The four types of clue. Top left describes a gem two away clockwise, top right describes a curse two away diagonally, bottom left a reflected gem across the horizontal axis and bottom right a gem one away diagonally in the same quadrant.

So what kind of information are players learning? There are four different kinds of cards and each row has three cards that are about where gems are, and one that is about where curses are. The first clue describes where a curse or gem is two away diagonally in the grid. This points to a specific spot as only one location can fit that description. The second clue states that a curse/gem is two away clockwise, either in the inner circle of 4 cards, or the outer circle of 12. The third clue points to a card diagonal from it within that quadrant of four cards. And the 4th clue points to a card that is on the other side of it across the horizontal axis, as if you were folding over the board and it matches its mirror image.

Most critically with these clues is that each row of cards is internally consistent. It is not a setup of 16 cards randomly placed among the 4 x 4 grid. Rows A, B, C and D are each the same four card every time. So if you know even one card in a row you can start making guesses about what the other cards are and what that implies in terms of where things are in the grid. That’s the puzzle in terms of the cards themselves, but the second layer is the social deduction of why players are bidding high in certain places and maybe not treading anywhere near others. Even if you don’t know where a curse is by the middle of the game you might be able to tell by an absence of bids near a card.

Players secretly keep track of this information to inform future bids.

The game is great, but I can see why it hasn’t resonated with traditional deduction game fans. It is less deterministic than Clue. In Clue the process of elimination is perfect information. If the candlestick is in one room, it can’t be in another. In Spectral there can be three gems and a curse on the same card. Knowing where a gem is does not tell you that a curse ISN’T there. You are rewarded for the deduction part, but there’s luck involved in what you see vs what other players see before the game ends. I personally think this trade-off of luck vs perfect information is worth it for a few reasons. For one, the game clocks under 30 minutes, and I am generally ok with quite a bit of luck in shorter games in general. For another I think the unique blend of mechanisms set this game apart from other deduction games, and makes it quite a bit more light and interactive. Bidding based on a growing confidence in the information you’ve gathered, combined with paying attention to what other players are doing gives the game a different feel vs other deduction games that are very much heads down puzzles.

On top of all that it plays to 5 players seamlessly and comes in a very small box. Bitewing games has a winner on their hands with this one, and hopefully this review can help more folks discover this unique gem.

The Legacy of Legacy Games

The Latest Legacy game

Eight years ago I wrote about the exciting prospect of legacy games. Pandemic Legacy was the newest one on the scene and it revolutionized storytelling in games after Risk Legacy paved the way in creating a whole genre of games that changed permanently and evolved as you played. Eight years later, with seven full legacy games completed, and roughly as many failed part way through, I want to talk this week about the lasting legacy of these games with some perspective, and where I stand on them these days.

Part of these thoughts have to do with recently finishing Ticket to Ride Legacy: Legends of the West, the most recent output from the most prolific legacy designer Rob Daviau. I will touch on TTR Legacy briefly throughout this blog but will try not to spoil anything as the sense of discovery is half of what legacy games are about. But It’s an important context so I will bring in a few thoughts about it.

 

Groups and Games

First, the successes and the failures. I think in games that I’ve tried I am running at about a 60% completion rate. A lot of this has to do with the group. I have one Legacy group with whom I have completed 6 games. Every summer we would start a campaign around April or May and endeavor to finish it by September before our October schedule got much more busy. We have a Sunday AM time carved out and once we commit to a game we see it through. This works, and is a delightful way to spend Sunday AMs during the summer but speaks to the level of scheduling involved. With this group I have finished all three Pandemic Legacy games, Charterstone, Betrayal Legacy and Ticket to Ride Legacy. The key to completing a legacy game is this sort of consistency. Try to plan out as many sessions in advance as you can or stick to a regular schedule. But the success of this group ALSO has to do with the games. The Pandemic Legacy series continues to be the best in the genre. We completed these games because they remained compelling throughout our sessions which made it worth the time commitment.

With a different group I have failed to finish, well, every campaign we have started. Some of this is the group. I will own that having a break-up in the middle of the Risk Legacy campaign really didn’t help get that one over the finish line. Some of this is the game, as Seafall, Rob Daviau’s much anticipated follow up to his previous legacy games, didn’t actually succeed as a game one would want to play. Werewolf Legacy was a TERRIBLE idea as that game requires an even bigger group to get together on a regular basis. And the new Risk: Shadow Forces game I simply did not want to play after a few sessions.  But oftentimes the scheduling just didn’t work out and consistently getting 4 adults together on any sort of regular basis just proved to be too difficult.

 

Industry Trends

Legacy games proved to be too difficult for every other publisher to jump on the bandwagon. They are certainly more out there since Pandemic Legacy’s success, but they are not as prolific as I would have thought they would be eight years ago. Instead one legacy that these games left is a trend towards campaign games, or having campaign modes in otherwise stand-alone games. So many games these days seem to promise some sort of small or large arc where players unlock new content. And so, many games on Kickstarter these days promise some sort of campaign. Maybe this was chasing the Gloomhaven buzz just as much as the Legacy hype but campaign style games are truly everywhere. This is an exhausting side effect of these early games’ success. Outside of the one group I play with each Summer, I don’t have a lot of interest in trying to schedule multiple sessions to get the most out of any game. Campaigns in other games are mostly just a side effect of the infinite game phenomenon I talked about previously. However I will give a nod to some light touch unlock elements in games like Meadow and Dorf Romantik. These don’t feel like campaigns as much as little drips of endorphins when you hit certain accomplishments or milestones. It is neat to have a game that “evolves” but I feel like the board game industry has taken mixed lessons from eight years ago and the fatigue towards this trend is starting to set in.

The starting map of Ticket to Ride Legacy has only a small part of the map.

With all that being said, I do still like the genre in small doses. Ticket to Ride Legacy was a lot of fun this summer. It has a lot of the elements that are a recipe for success in Legacy games. For one thing, it is built on the solid foundation of Ticket to Ride, which is a great game to start with. For another, it is all about discovery. Each new map section has a new little mini game that sticks around for the next 2-3 games. They are very clever in that you are never keeping too many rules in your head at one time, but there’s also always something new to keep things fresh. Where the game was less successful than its predecessor is mostly the story. There was an overarching plot for Ticket to Ride Legacy but I cannot recount any major beats of it for you. The Pandemic Legacy games, especially the first one, are really much better focused on the narrative, and I did miss that with this campaign. The novelty of discovery is still the most fun and consistent draw of Legacy titles to this day. I will happily sign up for one of these each summer, but ultimately the novelty of your first Legacy game is usually going to outshine future iterations. It’s kind of a first love sort of thing, I suppose.

Oath goes for a different kind of legacy.

There are exciting things happening in terms of stories in games outside of Legacy and campaign games, however. In some ways I seek out games that create stories more than those that tell you a story. Cole Wherle’s Oath created a game where the end of one game always impacted the setup,  goal, landscape and even cards of the next game. It has an expansion coming next year that will make changes even more intentional, but it serves more as a sandbox where players create their own history versus going through a prescribed story from the designer. His other recent release Arcs boils this down even further with a three game campaign with branching paths to tell mini Space Opera stories. Here the cast and goals are created by the game but the stories are created by the players. Expect more writing about Arcs in the future as I work to explore that game more in depth. And finally,

Eathborne Rangers promises an open world experience.

Earthborne Rangers is an enormous card game that presents itself as “open world.” This again steps away from the railroaded story of legacy games, and aims to create something that players explore more organically and discover the narrative for themselves. Here it is not necessarily player created stories but instead an impressive keyword system that makes narrative emerge through play. In an incredible nod against the inherent wastefulness of legacy games, Earthborne Rangers promises to be a game made in such a way that the whole endeavor is suited for the compost bin, and won’t outlast its owners as trash down the road.

So while Legacy games haven’t gone in the direction I thought they would eight years ago their impact on the hobby is undeniable.  For other writing on these types of games check out my review of My City, which has a sequel out now called My Island. Reiner Knizia focuses mostly on the evolving mechanisms style of Legacy Game so certainly don’t go to either of those games looking for a popcorn worthy thriller.

Game of the Week: Pictures

Pictures is a game that has had some rotten luck. The party game launched in late 2019 and relies on players using unique physical objects to represent different pictures from a central grid. It was nominated for Spiel De Jahres 2020, and then… the world shut down with the Covid 19 Pandemic. As a game that relies entirely on physical pieces, it did not translate to zoom. By the time folks were emerging from their covid bubbles to play games in person again years later, its moment had passed.

I recently had a chance to pick this one up, and I think it has potential as a sleeper hit. My favorite thing is that it emphasizes the physical nature of board games. In Pictures each player has one of five different sets of tools with which to represent a picture the 4 x 4 grid in the middle of the table. The tools make for a strange unboxing as they are all purposely not the best way to accomplish this task. You get some sanded sticks and actual rocks for one tool, some building blocks that wouldn’t look out of place in a kindergarten classroom, two shoelaces, a set of icon cards, and a picture frame with a bunch of colored cubes.

The tools of the trade. One pictures is represented by each of these five tools

The tools themselves are a hint at what makes this game great. They are purposely terrible. When was the last time you had to convey the concept of a car to someone with two shoelaces? Players have to be creative, but the tools level the playing field vs other party games that involve drawing or other traditionally creative skills. Each player is secretly given a coordinate token that corresponds to the picture they are trying to represent, and there are 3 of each coordinate so multiple players could be trying to represent the same thing. After players have constructed their own piece of art they vote on what picture they think other players’ masterpieces represent. Once everyone is finished everyone discusses what they guessed for each player and the owning player confirms which picture they had. Players get points for guesses they get right and also for every correct vote for their own creation. 

Can you find the picture depicted in the grid above?

This discussion of the guesses is both amusing and insightful. From the high five moment when everyone guesses correctly to the befuddled look on everyone’s faces when no one does, to the quiet joy that at least ONE other player understood your vision. This is complemented by the  ahas of understanding or groans of incredulity at the reveal. Given how crude the tools are, the game provides some pretty fascinating insight into how other players think. In several of my games there has been a player or two who were on a completely different wavelength in terms of how they represented their picture. Unlike a game of pictionary where raw talent can unbalance the teams a bit, there is no talent basis for any of these besides maybe an understanding of abstract art. The game is also inherently funny without asking players to be funny on command, as the task and the tools themselves are silly.

Pictures is a game that revels in being preposterous in what it’s asking the players to do. It definitely came out at the wrong time, and has a VERY generic name, but it’s well worth looking into. As a bonus it makes for a fun spectator sport as anyone not in the game can sort of play along and guess based on the art on the table. I am currently looking into the expansions that bring even more ridiculous tools for representing the pictures. Can you capture a picture with some clothespins and pieces of felt? 

Help! I’m Addicted to Trick-takers

Hello my name is Jeremy and I am addicted to Trick-taking games.

“What the heck is a trick taking game?” you might say. Chances are you have already played one. Although which game may depend on where you grew up. Popular games in the U.S. are Spades, Hearts, Pitch, Pinochle, and Euchre. Essentially a trick taking game is any card game where all players play one card each “trick” and the highest or best card wins. Players must usually follow the color of the first card played limiting what they can play from their hand unless they are out of that color. The winner then  “takes”  the cards and leads the next round, hence “trick taker.” Oddly enough I did not play many of these games growing up but came to be fascinated by them much more recently.

The Crew: Quest for Planet Nine offers a excellent way to learn trick taking in a cooperative setting

The fascination started simply enough. The Crew: The Quest for Planet Nine was a game of year winning co-op trick taking game that I got into with my regular game group. In the game players draft what cards they are going to try to take throughout the hand and then cooperate with limited communication to accomplish these goals. So for example maybe I want to take the blue 5 and someone else wants to take the yellow 7. Each of us has to figure out how to get those cards into the right trick, and if anyone ever fails a mission the round is immediately over and players have lost. The cooperative nature of the game reinforced the fundamentals of trick taking as you are trying to coordinate with the other players to accomplish things you usually attempt alone in competitive trick takers. Things like: Becoming void on certain suits (e.g. none of a certain color in your hand so you don’t have to follow what was lead), tempo control when to take or pass the lead. We quickly devoured the 50 different scenarios in that game and then moved on to its sequel The Crew Mission Deep Sea that introduced more complex goals for each hand and endless variety compared to the simple goals in the first game. And so I got a bit of class in a genre of games I did not grow up playing.

Cat in the Box turns trick taking on its head with suit less cards

Sometime later a favorite podcast talked about an odd trick taking game from Japan, Cat in the Box where, similar to the Schrödinger experiment cards have numbers but can be any suit as long as that number and suit combination haven’t been “observed” so far this hand. The game made its way over to the US for English release, and I began to explore what other strange examples of the genre were out there. The dangerous answer is… there are hundreds; and new ones each year. I found some like-minded souls who were eager to explore these games and we’ve been digging through them and assessing our findings for a little over a year and a half. There are 13 games in the queue and more on the way as the releases show no signs of slowing down.

To be fair, there are worse habits, but this one can be a bit expensive. I turned a bit green when I realized these unassuming little card games had made up one third of my board game budget last year, sometimes costing 30-40 dollars for a simple card game. The cost to component ratio, especially with smaller import games is certainly a bit out of whack. But I couldn’t be happier to be exploring a few of these each month and I wanted to try to summarize the appeal and maybe one of my recent favorites to illustrate why this part of the hobby is flourishing.

The best place to start is that common language that The Crew taught me. All trick taking games are a variation on a central set of mechanisms, and core strategies tied to those mechanisms. Each time the Tricky Biscuits™ and I sit down there’s a set of questions that tune folks into the game. Is it a Must-Follow game e.g. when do you have to follow with the same suit. How many suits are there and what is the make-up of the deck. Is there a trump suit that beats other cards, and how and when can you play it? And finally the most important question: How do you score points?

From this description the games might sound like they would get kind of samey. In a way that’s the appeal, and in other ways it’s amazing how inventive things can get within such a consistent genre. On the “samey” side, the advantage is that you are not reinventing the wheel each time you play a new game. How to play well is a different story, but after one hand of cards in any of these games you are well on your way to at least some level of competence. They are also often short, most are over in 30-45 minutes, so even if you have some rotten luck or bad early hands while getting the rules sorted out you’re not in for a multi-hour affair. And unlike its bigger board game cousin’s the game is usually easy to learn right from 2-4 pages of rules, vs the 20-30 page manuals some modern games demand. Samey is a virtue in this regard, in the same way pizza is still the greatest meal when it’s what you crave. Simple but pure.

But the inventiveness of each game is really impressive as well. Here are a few of the more wild elevator pitches of recent games: Trick taking with a mini mancala system to determine the strength of the suits. Trick taking to play an area control game on a central map. Trick taking with train companies and stock values determined by the different tricks. Trick taking where you can’t see your hand of cards other than knowing the suits printed on the card backs and that they are arranged in order. Trick taking where everyone must play different suited “heroes” to defeat an evil villain. Asymetric trick taking where everyone has a different goal each hand and special powers to accomplish this goal.

These are some of the more outlandish pitches, but given the small number of rules in any trick taking game even the slightest rules change from the well known patterns makes a big difference. What if second place won the trick? What if there were no suits and each card was just another digit in an increasing number? What if you could change the numbers on your cards like a digital clock by adding segments to turn that 5 into a 6?

Given how much of my last gaming year and foreseeable gaming future is contained in these types of games, I’ll be writing about them a lot in the coming months in addition to regular blogs about other games. For now I will just cover my most recent favorite: Schadenfreude.

Schadenfreude is a game that true to it’s name is about enjoying others misfortune. It is a deck made up of four suits, with no trump suit. Cards range from -3(!) to 9 with a wild 0 and 10 that will match any suit that was led. So far, so standard, other than those odd negative numbers. There’s a central score board and one rule above all others. Second place wins. This means both second place in individual tricks and overall in the game. The scoreboard goes to 40, and the moment someone goes over 40, whoever is closest to 40 wins. What this means in practice is that you laugh as you stick a friend with enough points to launch over 40 and try not to be launched over the threshold as well!. When you win a trick, you take the card that you won it with as well as any off-suit cards and they go in front of you as your score pile. At the end of the round you score the face value of all the cards in your score pile.

So you want to score points, right? Points are how you win, after all, you won’t be anywhere near 40 if you don’t score any points. The answer is, it depends. You really want to score points until you really don’t. There is a bit of a release valve built into the design in that if you ever take a card with a number that you already have in your score pile both cards are discarded. This can be both really funny when you slip an 8 into a trick knowing that it will blow up the 8 your friend just took last turn, but it also means you can Houdini yourself out of some points that you really don’t want to take by carefully playing your cards into a cancel.

Schadenfreude is a raucous good time filled with laughter and groans in equal measure. It’s a game that almost anyone can play but has some depth hidden underneath the chaos. Unfortunately it is one of those imports I mentioned earlier and is not widely available in the US. There are some import shops that have it in stock as of my writing this and there’s also the option to import it directly from Japan but the sticker shock and hoops to jump through make it less accessible than I’d like. I promise to also cover some more widely available titles, and as this genre gains more popularity many of these coveted import games eventually make their way over through US publishers big and small. There is also usually a way to play any of the games I cover in these articles using a standard deck of cards or two, with a little bit of elbow grease and a permanent marker.

Pastiche: The Birth of a Masterpiece

Ever since I stumbled upon the card game Parade at a convention years ago I have been drawn to simple card games with odd deck structures and hidden depths. While in the U.S we seem to be having an arms race of ever increasing size and complexity of components and the promise of infinite replay value in content, in Japan there is a different revolution occurring. The question Japanese card games repeatedly ask is what is the most you can do with a simple deck of cards. This makes sense since games need to be small. In Japan the solution is not just to buy another kallax shelf from Ikea for your 3 cube filling Kickstarter. Real estate is at a premium. Hence the micro game explosion ten years ago starting with Love Letter. I had backed a recent example of these games, American Bookstore whose pitch itself with cards being negative points unless you had the most of them echoing the risk reward I enjoyed so much in Parade. But this review is not about that game. That will come whenever that boat arrives in port and box threads its way through our current shipping and logistical obstacle course. Instead, in an update to that campaign the publisher mentioned that another game was available: Pastiche: The Birth of a Masterpiece  by designer Rikkati. This had been available as an add-on for the original campaign but I passed on it as English rules were not available. I somehow talked the completionist in me out of it on the justification that I could not play a game without the rules. But now English rules were available, and so off to the store I went…

Two published novels. Other players can now draw from these.

A small note here. The copies are available through a site called Buyee which I hadn’t heard of before. The gist as I understand it is that they buy a game for you locally in Japan and then warehouse it. I had misunderstood and thought that the initial cost I paid was for the game and shipping. Checking some days later when no shipping notification had come there was a note on the site that I needed to pay for shipping and that they would only hold it in the warehouse for X days longer. So I paid a shipping fee equal to the cost of the game itself and a few days later (air mail is very quick) the game arrived. All that to say that while I will gush about this game in a moment the main problem right now is that acquiring the game costs about as much as the game itself, which can understandably be a bridge too far for most sane people. I am not always sane when it comes to board games, and so here we are.

So on to the game itself. This game has been described with two very different themes. One in which you are in academic research and publishing and peer reviewing papers. And another, which is what is described in the translated rule book where you are publishing and reading novels which eventually become a “Masterpiece” once they are read enough times. The latter theme makes more sense in my mind given works of fiction “pastiche” each other all the time (just watch any season of Stranger Things for examples). A better title for the former theme would have been “Citation: Academics Argue about Things.”

Various scoring conditions

In Pastiche players are trying to construct sets of cards which are called novels. Some classics in here include straights, pairs and straight flushes like in poker, but also more odd ones like all evens, cards adding to 49 or having 1 & 13. Speaking of odd ones, this is a relevant time to mention the odd deck structure. Similar to Yokai Septet the deck of story cards is broken into 7 suits, and each of these suits contains 7 cards. However these cards start and end on different numbers, with the first suit number 1 to 7, the next 2 to 8, the next 3 to 9 and so on. This creates a different density of numbers such that certain cards are very frequent (6s 7s and 8s) and others are exceedingly rare, hence the 1 & 13 being a goal given there is only one of each of these. The cards are themed on different novel types: Mythology, mystery, romance, science fiction etc, and so when playing these combinations the other players and I had a lot of fun describing the very strange novels we were creating. Highly recommended, and even more funny when you insist as you read other players “novels” that you had to learn about the science fiction part etc. The theme is light but can be fun here.

The cards themselves are minimalist but appealing.

The actions are write: drawing either one known card from the top of the face up discard or drawing two blind from the deck and discarding one, publish: putting out a set of cards which can eventually score points and read: draw a card from a published novel, either yours or another player’s. If a novel is ever read enough times that there is only one card left that novel becomes a masterpiece and scores the points listed on the novel card. More importantly it can be “pastiched” or copied as if it was a card in your hand, either for free if it’s your masterpiece, or by paying a card to the player you are copying. The flow of the game ends up a bit like Splendor or other engine builders. There are a lot of turns early on writing, and trying to put together one of these combinations, but as soon as any player publishes a novel there are not many more options of what cards are available. When cards become masterpieces it becomes much more possible to build some of the harder combos of cards (11 card straight, 6 card straight flush etc). 

This combined with the unique deck structure creates a really fascinating and interactive experience. Unlike in Splendor there is interaction beyond just passive aggressive euro-style denial.   Players are necessarily using each other’s cards to build their engine. You are helping a player by reading their novel because they are one card closer to scoring it as a masterpiece, but you may need that card for your own designs and that novel is also one card closer to being able to be copied which may also benefit you. What card becomes the last card remaining is also important as a 12 or 3 that can be copied may be essential for those longer straights. Late in the game players are trying to publish novels with as few cards as possible, as these large combos are worth a lot of points but may never become a masterpiece if players have to spend 7 turns reading it. Additionally

The end of a game, novels with one card or “masterpieces” score points depending on the difficulty of the card combo.

players can choose to interact with one player vs another based on who they think is ahead, although given me few plays I am not sure when/how useful this is. When a player reaches 15 points the game end is signaled. This player gets a bonus point for triggering the end, however they have one more turn left while all other players each get two. There is often a flurry of trying to get a last novel immediately published as a masterpiece using the cards out there, or reading the last few pages to make an existing novel become a masterpiece and therefore score.

Overall I was delighted by this game. There are lots of interesting decisions in terms of what combos to go for based on your hand and what’s available from other players. The theme, although light, can be a lot of fun. If you have a chance, definitely check it out. With that said, given the current shipping it can be tough to recommend for all but the most curious. Additionally the box and scoring cards could use a bit better materials. The playing cards themselves are beautifully illustrated and seem durable enough, but the game as a whole is ripe for a  small component upgrade. I do hope that the publisher runs with all of the positive feedback the game is getting in Japan and runs a broader reprint Kickstarter so that more players get a chance to try this wonderful game at a reasonable price.

 

  

Spiel Des Jahres: Game of the Year part 2

12I am a bit belated in writing my Kennerspiel des Jahres (KDJ) follow up, following up on my original post about the Spiel des Jahres nominees. And I must admit, part of that lateness is due to me being pretty disappointed in the nominees. I’ve written many time before how there are always great games among these nominees, and in fact I own nominees or winners from the last 5 years. So to see this year’s slate and not have any of them sound compelling is a bit of a let down. Perhaps, understandably, 2020 was not a great year for games. At a certain level I wonder if publishers held back any games simply due to the world situation. It was not a great time to market a game due to the lack of conventions that typically debut a game with a splash. It was also not a great time to sell games when folks were stuck at home away from their gaming group and likely without an audience to play them with.

In a nod to the fact that board games were mostly virtual this last year one of the nominees Lost Ruins of Arnak is available on Board Game Arena to play online. For this reason it is the one game of the three nominees that I have tried. But also for this reason, because I don’t love online games, it didn’t make the best first impression. Lost Ruins of Arnak is a very well produced game about exploring ancient ruins, think Indiana Jones. It uses deck building, and old favorite mechanism of mine and worker placement, a less favorite mechanism. Essentially you have two explorer pawns that you place on different ruins sites to get resources, in addition to your deck which also generates resources and the icons used to travel to the different sites with your pawns. The game has gotten a lot of buzz because of the synergies you can create between these two systems, and how well balanced they are. But playing online it all felt like a lot of solitaire resource management and conversion, and it was not terribly exciting. Let me explain. The game has a three tiered system of artifacts. Gems are better than arrowheads, and arrowheads are better than scrolls. You need these resources to defeat monsters that come out when exploring new sites, and to move up your tokens on a research track on the right side of the board. The experience of playing the game online mostly felt like filling out recipes of different resources to do something… not terribly exciting. I could write a whole blog about how much I hate “tracks” in games. There is very little that is exciting about moving a token further along a track, unless that ALSO allows you to do more interesting things in the core of the game. An abilities track that lets you feel more and more powerful? I’m totally on board. A scoring track that lets you get more and more points… that can leave me feeling cold. There is some unlock of abilities here as moving the research track gets you assistants that provide additional powers. But these powers are… often just more resources. Not terribly exciting.

Lost Ruins of Arnak. Site in th emiddle, the track off to the right. The physical components look stunning.

 

I will give it another try in person, as I think these solitaire games are the worst online. The only interaction between players is taking the sites that they wanted to explore with their pawns, or racing up the track more efficiently to get more points. It is a game where I could walk away for the other three players’ turns and not miss much. When it’s online it is doubly easy to do so as there isn’t a live player sitting across from me narrating their turn. This also makes it more difficult to learn as I am not watching the players build these synergistic combos that make the game exciting. It is worth another shot but this is not a way I’d recommend playing it.

Another game that was nominated continues the theme of cooperative games being nominated this year, with 50% of all 6 games falling into that category. Paleo has players trying to survive as cavemen overcoming dangerous obstacles together. The unique approach here is that all players have their own deck of hazards that they are trying to tackle. This removes a common complaint about cooperative games where one player can “quarterback” other players’ turns and dictate what they should do. There is still a good spirit of cooperation however as players can always use their action to help another player tackle their challenge. The game has 7 levels of challenges to work through and some fantastic if overproduced components to give it a great look on the table. The main criticism levelled at the publisher is that the caveman characters that represent players in the game are utterly whitewashed, despite that not being historically accurate or remotely inclusive to a growing board game audience. To their credit the publisher has heard this criticism and plans to address it in any future printings of the game. This is yet another sign that euro-centric board games are becoming less and less acceptable in the hobby. I haven’t tried Paleo but would be happy to give it a shot and explore the unique player deck approach.

A three player game of Paleo, each player has their own deck of hazards to solve.

 

The final game that was nominated is a bit of a technicality, in several different ways. Because it is a German award the KDJ focuses on games released in Germany. Fantasy Realms was released in German in 2020, but actually hit the US market in 2017. In that sense it’s not new and exciting for US audiences, and in fact doesn’t appear to even be in print over here. It is kind of the reverse situation of the currently Germany only Robinhood game nominated for the regular Spiel Des Jahres. The other technicality is that the game doesn’t really seem complex enough for the description of the KDJ, which is “expert game of the year.” In Fantasy Realms you are trying to build a combo-tastic hand of cards to score the most points. Each card has conditions for when it scores, and requires other cards in your hand to score the most points. A Queen for example scores if you have Kingdom cards, and a Knight might score for having other enemy cards to slay. The gameplay is dirt simple with players drawing one card a turn or discarding one card a turn. The only wrinkle is that players can draw from each other’s discards, which is also the only point of interaction in the game, as players try to pay attention to what each other is doing and avoid discarding cards that might help another player’s combo. The scoring of the game can take about as long as the game itself as players need to walk through the conditions on each card to see how it scored points. I am honestly curious to try this one, but it doesn’t seem like it has enough complexity to qualify for this tier of the award. I suppose it’s not terribly family friendly as the scoring and combos get into the weeds a bit, and definitely scratch more of that expert gamer itch, but with the simple gameplay I am surprised to find it nominated here.

Your goal in Fantasy Realms is to build a combo like this, one draw at a time.

If I had to pick a winner I would guess that Lost Ruins of Arnak will take the prize. However, while I will give that one another shot, and wouldn’t pass up a play of the other two, I am not really excited by any of them. Perhaps it was just a bad, year, or maybe my tastes are changing, but it is a bummer to not have a shining star from these nominees.

Under Falling Skies first impressions

I was first drawn to Under Falling Skies during the beginning of lockdown. Board games with friends looked increasingly unlikely given the circumstances, so I looked into a few solo games to try to pass the time, and maybe get away from the screen a bit. One that caught my eye was the original version of Under Falling Skies. Designed from a sort of minimalist solo design competition where entrants were challenged to create a game that only required nine printed cards, Under Falling skies was designed to do a lot with very little. It was created to be printed on one double-sided sheet of paper, with a few dice and some tokens to round out the experience. The game was nominated for the best print and play award at Boardgamegeek.com in 2019, and won a lot of accolades, but then by chance the designer Tomáš Uhlíř was hired by CGE (Czech Games Edition) and the company took a chance on making this little design into a full blown commercial game. The end production is stunning and tries to make an argument for why you might want to drop $30.00 for a purely solo game. I wanted to share my first impressions as I started to dig into the game.

I narrowly escape defeat getting twelve research points (bottom) to complete the weapon just before the mothership (top) reaches the red skull for game over.
Managing you dice actions is a tricky puzzle

I must admit there is something very Zen about solo gaming. On a lovely Spring day with the birds chirping and the work day over it’s nice to set up a game and not worry about when other players are arriving, how to teach the game, or whether everyone at the table will have a good time. Solo board games are very much like solving a puzzle mano a mano vs the logic of the game itself, as I’ve written about when I first looked into the trend a few years ago. Under Falling Skies is essentially Space Invaders in board game form. There is a mothership sending attack ships towards your city in five columns and you must roll and place dice to defeat the incoming forces, excavate and create new defensive measures, and ultimately research a weapon to take out the mothership before it blows you up ala Independence Day. 

In more detail, you roll five dice on a turn and place them on a room in one of the five columns. The rooms do one of three things: Research the weapon to destroy the mothership, send air strikes to destroy incoming attackers,  or generate power to do either of these things. The brilliant push and pull here is that while higher dice rolls are always better for any of these actions, any alien ship in the corresponding column moves that many spaces towards your city. So if you want to place that six you rolled you have to also accept that the attackers that much closer to landing a hit on your city. Too many of these hits and it’s game over. To counteract this you can place dice in a column as anti-air defense, which subtracts one from how many spaces the enemy ships move. This can be a bit of a war of attrition but plays into another puzzle-y aspect of the game. Incoming ships can only be destroyed by your airstrikes if they land on attack spaces in the sky. So often die placement is a calculation not only of how it benefits you on the ground, but where the enemies end up in the skies. A perfectly timed anti-air die can position that pesky invader just in the right spot to kill multiple ships at once which is incredibly satisfying. Finally you can place a die further underground to move an excavator and unlock new and better rooms for your defense. It is all a giant balancing act and one heck of a brain burner.

The invaders are moving ever closer

To add another wrinkle to this, of your five dice three are grey and two are white. Whenever you place a white die you reroll all remaining dice. This gives flexibility but also adds a timing puzzle on top of the rest. This makes it an excellent solo game, plenty of tension from the impending doom of  attackers and the mothership, the push and pull of powerful dice hurtling enemies ever closer toward your city, and knowing when to use your re-rolls. Additionally the “turn” of the mothership is simple to follow making it not feel like you are playing two different games at once. The advanced game even offers robot dice which will continue activating a room but degrading by one each turn. A four or five die robot is great for a few turns but once it degrades to a one or two it almost becomes a liability as it occupies the space. It is yet another wrinkle to puzzle through in each play of the game.

There’s a whole campaign taking up two third of the box, including comics to set up each story twist.

For additional variability there are four levels of difficulty, and various different cities to play as, each with a unique power. That alone would be plenty but CGE has gone out of their way to pack the box full of replayability. There is a whole campaign with new boards, new gameplay and comics to tell a branching story. As a game launched during the peak of COVID lockdown Winter, Under Falling Skies was primed to be a puzzle that could take months to explore. Ok, so they definitely give you enough game in the box to justify the price, but what do I think?

Well… that’s tricky. I have recently been playing a lot of thematic games like Stationfall which I wrote about last week. I also played my copy of Pax Renaissance solo the other week to test it out, literally playing two hands at once to test out the rules. Under Falling Skies is a more elegant design than either of these games. But with all the puzzling, it did feel a bit like a game of pure calculation. Don’t get me wrong, when you pull of a turn where you blow up three enemy ships in the sky it is an incredible feeling, but it is still not a game that generates stories quite like the games I’ve been playing recently. There is sure to me more story in the box as I dig into the campaign, but a campaign framing the core game can sometimes feel like narrative scaffolding versus the emergent stories that come from some of my favorite games. With that said, I am happy to explore Under Falling Skies more, and I do want to dig into all of the content they’ve put in the box. Part of that is to get my thirty dollar investment back, but otherwise if I am feeling like playing something particularly puzzle-y and Zen I might pull this game out. It’s certainly a beautiful production with gorgeous art, neat plastic ships and tons of variability. But as the world opens up and there are hints of lockdown ending, I am honestly more eager to get to gaming in person again. Perhaps solo gaming is just not for me, but I admire what Under Falling Skies is trying to do.