Graham Silvanus - Imperium Legends
After 18 months of enjoying Imperium Classics, I finally added Imperium Legends to my collection too. I always randomise my choice of civilisation when I play solo and this month, fate finally decided it was time for me to try the Arthurians.
I’d been looking forward to using them for some time. I was aware they played very differently to most factions in the game, but I didn’t realise just how thematically brilliant they are. Even the names are mysterious and unfamiliar, as the characters are taken from the old Welsh folklore and are named accordingly. Fortunately, there are translations on the cards too, so you can easily spot the famous Arthurian characters of legend.
By sending knights out across the land (garrisoning them in land) and then playing Myrddin Wyllt (Merlin), you gain more and more quest cards. These are further knights like Lawnslot Y Lynn (Lancelot), the famous sword Excalibur and, finally, the Graal (Grail) itself. You can also complete quests by garrisoning Merlin and then abandoning him with the more nefarious schemes of Morigena (Morgana). A quicker option, but one that brings unrest to all.
The Arthurians are up against the clock so to speak. You can only cycle through your deck so many times before Gwaith Camlan (The Last Battle) has to come into play. This forces you to take unrest (giving negative points and possibly triggering defeat by collapse, if not dealt with) or consign your knights to history, as they fall valiantly in battle.
The Imperium system continues to impress with the clever, thoughtful, thematic gameplay it provides and this play highlighted the very best of what it has to offer. There is nothing out there quite like it and the love and care with which Nigel Buckle has handled the source material of all the civilisations, shines through. For me, the Imperium system really is the king of both deck building and civilisation themed games and is one that never grows old or stale.
The Arthurians were every bit as fun to use as I’d hoped, making Imperium Legends an easy choice for game of the month. In fact, I’ve ‘Arthur’ mind to ignore my randomising and just pick them again when I next play Imperium Legends!
Harold Cataquet - Inside Job
Trick taking games are enjoying a revival. First you had The Crew and then its sequel The Crew: Mission Deep Sea. Up until that point, trick taking games had been viewed as strictly competitive games. When The Crew came along and introduced the concept of a cooperative trick taking game, it broke completely new ground. The two latest games to come along in this genre are Cat in the Box and Inside Job. Cat in the Box is a trick taking game where the cards have no suits – only numbers. Inside Job, on the other hand, combines two mechanisms – the hidden traitor and trick taking. It wasn’t the first card game to try this – Shamans is another game that combines these two. But in Shamans the emphasis is on the trick taking; Inside Job uses trick taking as a way of playing a hidden traitor game.
The deck in Inside Job consists of the numbers 1 to 13 in four suits. At the start of the game, you shuffle the deck and deal the appropriate number of cards to each player (13 for 3 players, 12 for 4 players and 10 for 5 players). In addition, there is a stack of mission cards. These mission cards tell the group how they are to play the trick. For example, one of the cards might “Each card played must have a higher number than the previous card”. This mission card only applies to current trick. If the group succeeds, then the team counts the mission as a success and puts the card aside. For the next trick, a new mission card is drawn. I should point out that the starting player draws two mission cards and discards one. The decision lays solely in the hands of the starting player (there is no discussion about the choices), and the contents of the discarded card are never seen. The mission card also states which suit is going to be the trump suit for the hand.
Players are also given a role card. All but one of these cards will say Agent; the odd one will say Insider. Regardless of the number of players, there are three winning conditions:
- The Agents will win if they succeed in a specific number of missions (e.g., 7 in a 4 player game)
- The Insider will win if they get a specific number of intel tokens (e.g., 5 in a 4 player game)
- If neither of these outright wins occur, then the group votes on who they think is the Insider. If they are correct, the Agents win. If not, the Insider wins.
In the event of a tie (e.g., the Agents succeed on 7 missions and the Insider wins 5 intel tokens in the same hand), then the Insider wins. The Insider can win intel tokens by winning tricks (whoever wins the trick gets an intel token). But any player can use an intel token to change the trump suit to that of the card they just played (by placing an intel token on the card). So, if more than one player uses the intel token in this way in a hand, the winner of the trick could receive three or more intel tokens in just one round.
This game is so much fun, and it’s really quick (20-30 minutes). In the 25 or so times that I have played, I have seen all the possible outcomes. Sometimes, the cards dealt to the Insider means that there is no way he can be stopped (so the Insider wins outright). Or, the mission cards are just impossible to fulfil (given the hands that people have) and when it goes to a vote, the group is split over who the Insider is, and the Insider wins. But the Insider is one against many, so if the others
can figure out who he/she is, they might be able to stop them. You can happily discuss who the Insider might be, and analyse the cards that they have played so far to make your case, but you are not allowed to discuss what cards you currently have in your hand. I should point out that that all the Agents must follow suit (if blue was led and you have a blue card, you have to play it even if it means the mission fails), but the Insider can play any card. So if someone plays a green card when blue was led, you instantly suspect them of being the Insider. Of course, they’ll claim they didn’t have any more blue cards. You’ll just have to keep an eye on them to see if they play a blue card in a later trick. That’s why this game is more of a hidden traitor game than a trick taking game. Right from the beginning of the game, you feel your every move being scrutinized by the other players. If an easy mission card is chosen, you will watch how many tricks the starting player wins, because he’s the first suspect. If a hard mission is chosen, you’re wondering if the starting player chose it to make sure that the group wouldn’t succeed. This is a great game if you like trash talking.
The game also includes a deck of Special Role cards. When you get comfortable with the game, you can replace the Agent cards with one (or more) of these roles. You can even replace the Insider with a character called Professor No. If this card is used, whenever a player accumulates 4 intel tokens (in a 4 player game), he must reveal his identity. Professor No’s goal is to get to the end of the game having kept their role a secret (ie, having accumulated less that 4 intel tokens). If it comes down to a vote, players who have revealed their identity cannot vote. In our games, we preferred playing with the Professor No card instead of the Insider card.
John Hunt - Hansa Teutonica
Don’t let the theme and art put you off as Hansa is absolutely fantastic!! I have enjoyed this game more and more each play and I have yet to find a player that hasn’t really enjoyed it. At heart it’s a train game really... or rather it’s a route-building game as you build a network of trading posts across mediaeval Germany. But then it’s also so much more. You spend the first part of the game upgrading your actions: the number you take a turn, the number of cubes you can move, the number of cubes you being back to your supply when you take a refresh action... that sort of thing. Then at some stage you start to pivot to actively trying to build a trading network which will likely net the majority of end game points.
A key decision is when and how you do this and how your strategy develops across both elements of the game. That is all great but it’s not the best bit, which is the player interaction. As you work to upgrade your abilities or build trading posts you lay cubes on each of the spaces between two towns. But as well as playing them on empty spaces you can also choose to bump an opponent’s cube(s).
Evidently, that’s a bit take that; however when you do it you must spend an extra cube for the privilege, and also the bumped player gets to relocate that cube and a free one from the general stock to spaces on an adjacent route. So every slight slap also give the recipient a bit of a benefit. Cue huge pervasive tactical decision space: filling in the blank space left on a route dominated by a different player hoping to be bumped; avoiding having to bump players by developing your move options; bumping multiple cubes on a vital route to slow down an opponent at a vital moment in the game. It is absolutely brilliant – rush out and get the Big Box now.
Pete Bartlam - Ark Nova
Ark Nova has just landed (thanks to a nice ZATU price drop!) and it’s both beautiful and wonderful and has not left my table since. If you don’t know it, it is a Zoo building game revolving around the huge stack of brightly coloured cards featuring a vast array of Animals, Birds and Reptiles from across 5 continents. It’s been called tabletop Zoo Tycoon but a more accurate comparison is with Terraforming Mars as you try to build installations via clever card interplay and worker placement.
This is to do it a slight injustice though as it has an unique, simple and elegant turn mechanic. You have five actions, one of which take each turn: Build an enclosure; house Animals; gain Sponsors; make an Association; gain Cards. They line up in slots 1 to 5 representing the power of that action. Putting an animal of size 3 in your zoo requires an Animals card at level 3 or above and you need an enclosure for it with a Build 3 or above. After you play an Action, that card gets moved to the 1 slot and all the other Actions move up. These Action cards are double-sided and can be upgraded to increase their capabilities. But beware! You can only upgrade 4 out of the 5 Actions so plan which will be most useful.
Similarily when you form an Association with another Zoo you can only associate with a maximum of 4 of the 5 continents. It’s decisions like this throughout that keep Ark Nova interesting. Actions alternate until a Break is reached and you and your counters get refreshed. A Tea Break then!
There is a way to win in Ark Nova but, surely, the joy of the game is getting all those lovely animals in your Zoo!
Hannah Blacknell - White Castle
It's not that often that my first play of a game gives such a phenomenal impression as Devir's new offering The White Castle. This is a dice drafting and action selection game where you are trying, desperately, to create the best you can from what little you have.
Set in Japan, there are three main areas of the board; the garden, the training ground and the castle and you will be spending time to try and get your workers into all these areas. That's the only real way to get meaningful victory points. But here comes the catch.
During this game we only get nine measly turns. In the whole game! But you can make so much happen with those turns if you can execute some combos. Some cascading effects will result in you feeling like the smartest person in the world.
If you are looking for the next thinky and amazing game that has beautiful art and components and gameplay to match then please give The White Castle a go and then come back and tell me how much you love it!