Project L
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Awards
Rating
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Artwork
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Complexity
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Replayability
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Player Interaction
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Component Quality
You Might Like
- Quick playing
- Accessible
- Abstract puzzle
Might Not Like
- Solitaire abstract puzzle solving
- Fairly simple choices to make
- No deep strategic elements
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Description
"Project L Sometimes the big grand euro style games miss the point of games being quick and fun. There isn’t always time to sink your teeth into an in depth simulation of trade economies. But we can usually find time for a quick but satisfying game, especially when it looks this good. Project L is a simple game done well. In the game you start with a limited number of tetris like pieces and on your turn you must take three actions from a possible 5. Four of these you can take multiple times, but the master action can only be taken once a turn. Your pieces are used to fulfil puzzle cards. There are 8 of these on the table and the first action you will probably do it take, which is to take a puzzle from the display or one of the decks. You can work on up to four puzzles at a time. The recycle action lets you refill one of the rows of puzzle cards, upgrade lets you upgrade one of your tetris pieces one level, or grab a new one square piece from the supply. Then you can place a piece into a puzzle card. If it fills the last bit of the puzzle you take the new piece show on the puzzle card and place the card in your scoring pile. Lastly the mast action lets you place one piece into each of the puzzles you are working on. It’s simplicity creates an immediate game that is quick to play and super quick to explain. The components are tactile and well made and the table presence will be a draw to others. If you are looking for more depth and bite then keep an eye out on Zatu for coming expansions. Player count: 1-4 Time: 20-40 minutes Age rating: 8+"
Project L is an abstract puzzle game for 1-4 players from designers Michal Mikes, Jan Soukal, Adam Spane and published by Boardcubator. Anyone that has played or seen Tetris should feel right at home with Project L, as it has that retro video game feel, in visuals and in gameplay. It is very accessible and can be picked up and played within a matter of minutes.
Project L Gameplay
The core concept of the game is that players will use colourful plastic shaped pieces to complete puzzle cards. Puzzle cards come in two types: white or black. The white ones are easier to complete, with the black ones being harder. Upon completing a puzzle, you not only get points for end game scoring, but also get another bonus piece (in most cases). Any pieces that you have used to complete a puzzle or returned to your supply (along with bonus piece) to be used in a future puzzle. As part of set-up, four puzzle tiles are drawn from the white puzzle stack and the black puzzle stack and laid in a row, effectively forming a market. On a player’s turn they can perform three actions:
-Take a puzzle tile from one of the face-up pieces displayed and replace it with a new one.
-Take a level one puzzle piece from the supply.
-Upgrade a piece to a better piece (level 1 to level 2, level 2 to level 3 etc).
-Place a puzzle piece on a puzzle tile you have previously collected.
-Perform a “master action” which allows you to place one piece into each of your puzzles.
A player can have a maximum of four puzzle tiles in front of them at any one time. Once a puzzle tile has been completed, the pieces are returned to the player’s supply and the puzzle tile is placed to the side for end game scoring. Any bonus puzzle pieces shown on the tile are taken from the general supply and added to the player’s personal supply.
Players continue taking turns until the black puzzle tile deck is empty and the end game is triggered. The stack of black puzzle tiles scales based on the number of players.
Pieces of Thoughts
Project L is a wonderfully simple, yet compelling and addictive game. There is something about the simplicity about that makes you say, “One more game?” It plays quickly, with minimal setup, it is very accessible and looks bright and colourful.
Keep it Simple
It is a game that you can teach to just about anyone and they will be up and running with it in a matter of minutes. There is an underlying “light” engine building feel to it as well. Completing one puzzle will give you another piece that you can use to complete another puzzle and so on. The pieces are bright and chunky and the game has a very satisfying tactile feel to it. Seeing a completed puzzle tile, especially one of the big four or five pointers is great. There is minimal interaction between the players, but that is not what this game is about. It is about running your own puzzle in the most efficient way to gain the most points.
Despite its simplicity, there is still some thought behind your actions. Do you spend time upgrading your pieces to make completing the more complex puzzles easier. Or do you try and go for many smaller point puzzles whilst your opponent is spending two or three turns building up to a big five point puzzle tile. End game scoring has always been close in the games I have played, which have mostly been against one other player.
Going Alone
It plays very well solo too. The core game is practically the same with some additional rules to learn. The game flows very well and the additional rules do not get in the way of the core gameplay, yet they offer an additional challenge to overcome. The cards are laid out in a three by three grid and a number of cubes placed above each column. Each time a piece is taken from the grid, a cube is moved from the corresponding column in to the AI’s supply. Cubes are then distributed from the opponent’s supply and any available pieces above the columns. The AI opponent always takes a piece with the most points on their go and stores in their victory pile. The AI offers a decent challenge and simulates having other players around the table very well.
Final Puzzle…
Overall, Project L is a very lightweight, family-friendly game. It looks colourful, the rules are simple, it is super accessible and can be taught to non-gamers with ease. It is brilliant for a breezy end of night filler or to kick off a gaming night with. There are also several variants and, if you have the deluxe version, additional “modules” that you can add in to the game to keep it fresh.
Overview
Project L is a game where old school video game meets modern board gaming. The creator has taken the block dropping beauty of Tetris and added the tactile magnificence of physical games. The bright coloured pieces and their shapes appear to be straight out of the computer-based classic, but that is pretty much where the similarities end. Project L is a sort of engine building game, where instead of forming lines, you are completing shapes on tiles. Completing shapes earns you more pieces to build better shapes as the game progresses. The aim of the game is that shape tiles mean points, and the most points means being victorious. For this review, I delve into the solo variant where you’ll compete against an automated opponent. You are ultimately aiming to beat its score. Easy, right?
The set-up of this variant is very similar to the standard version, with you having a player aid, a yellow level-1 piece, and a green level-2 piece to start. Instead of two separate draw decks for white and black shape tiles, you create one stack as the draw pile for the game. The stack is 10 random black tiles and 15 random white tiles on top.
*Just a little side note – this gives a real element of variety when playing through multiple times, but you can also generate your own fixed deck (a set stack of tiles in a fixed order) and essentially play the same scenario multiple times, trying to better your previous attempts. *
Another change is that you set up a puzzle grid using the top 9 tiles from the deck, placing them shape side up in a 3×3 grid. Shape tiles have a number on which is their value when completed and is used for end game scoring. They also have a picture of a piece in the top right corner, which is the piece you gain when the tile is completed. Shape tiles come in two difficulties, with white tiles being simpler to complete. Some of these tiles have no end game points (the number in the top left corner of the tile), just giving a new piece when completed. Black tiles are more complex shapes needing more pieces to complete, but they usually award higher points and a higher-level piece when completed. After laying the 3×3 grid of tiles, you select the difficulty by giving the opponent a supply of yellow level-one pieces. The rules suggest 6 pieces for easy, 3 for medium, no pieces for hard difficulty. I would strongly recommend starting at 6 (easy mode) to understand how this works for at least a couple of playthroughs. To finish set-up, take 4 more single pieces (although you can swap out pieces if you run low on yellow ones!) and place one above the first column in the grid, 2 above the second column, and one above the third. These act as locks, preventing a tile from being taken from a column by the opponent.
Game play
For your turn, you take three of your available actions:• Take a level-1 piece.
• Take a puzzle tile from the grid (refilling from the deck and removing a locking piece and returning it to the opponent supply).
• Upgrade a piece one level (e.g. a level-1 piece to a level-2, or a level-3 to a level-4).
• Place a piece from your supply onto a tile in your player aid.
• The master action – unlike the other actions this can only be performed once per turn. The master action allows you to place a single piece on each tile on your player aid.
For the opponents turn, they just have one action, which is to take one single tile of the highest value available to them. The tile is immediately classed as completed. Any columns with a lock above (a yellow piece) prevents a tile being removed and if all of the columns are locked, a lock is removed from each of the columns and are removed from the game.* If a column has no locks, the opponent takes the highest value tile, and if there are multiple matching tiles then the choice is prioritised from top left to bottom right, as per this image from the rulebook.
When the opponent takes a tile, all the pieces in their supply are placed at the top of the column the tile was removed from. Alternatively, take up to one piece from each of the other columns to fill the space.
*Remember – pieces removed by the opponent when all columns are locked are removed from the game. Managing the opponent using these locks is where the game becomes a big strategic puzzle, so I recommend trying to keep locks in the game as long as you can!
Game end and Scoring
When the deck of tiles is fully depleted and a space in the grid cannot be replenished, you and the opponent get one final turn each. After that, you may complete finishing touches, which means using pieces from your supply to complete tiles. Each piece added to a tile in the finishing touches phase equates to minus 1 point from your end score, so only complete tiles if it’s viable! Once all turns, and any finishing touches, are completed, add the scores from your completed tiles and any negative points for finishing touches are removed from the total. Add the opponents score based on its tiles and whichever score was higher, wins!
Final Thoughts
The look of Project L is what initially drew me to it, with it’s gorgeous Tetris-style pieces and minimalist aesthetic, I really hoped it wasn’t a case of looks over content. Thankfully, I wasn’t disappointed! The standard game feels well thought through, with a real balance to the options available and enough variety in the tiles to prevent one player from running away with it.
The solo variant feels like it was a genuinely considered variant, rather than just a tagged-on afterthought. If you enjoy puzzles, a solo game of this will ‘scratch that itch’. If you like a challenging puzzle, then Project L solo is a good option. The fact that the game gives you strategic power over the opponent means that with some thought (sometimes overly procrastinating!), it feels like you genuinely are in control, but that control can all crumble away very quickly. It plays quickly at about 15-30 minutes depending on how decisive you are, and whether you win or lose I find that I always want ‘just one more game’.
Zatu Score
Rating
- Artwork
- Complexity
- Replayability
- Player Interaction
- Component Quality
You might like
- Quick playing
- Accessible
- Abstract puzzle
Might not like
- Solitaire abstract puzzle solving
- Fairly simple choices to make
- No deep strategic elements