Tampilkan postingan dengan label 7 Wonders. Tampilkan semua postingan
Tampilkan postingan dengan label 7 Wonders. Tampilkan semua postingan

For everything, there is (a) Seasons...

    

Our more biblically inclined readers may know of a popular verse, Ecclesiastes 3:1, which states: For everything there is a Season, a time for every activity under heaven. For first time players of Asmodee/Libellud's newest game, Seasons, it may just feel like the game has every mechanic under heaven smushed into one package. Instead of leading to a muddled package however, Seasons handles all these things masterfully, and what results is a fantastic experience. 

Like many of the games I've played while running this website, I first heard about Seasons through W. Eric Martin's news article(s) on BGG News. Initial reports didn't have much information, but did provide preview cards with absolutely gorgeous art done by Xavier Gueniffey Durin. If nothing else, I told myself, I'd have to check this game out just to look at the pictures on the cards. 

It has begun...
As luck would have it, Stefan and company had a demo copy available at the Asmodee booth during Origins. So, I sat down and played a game with one of the booth workers; and, even after a clunky playthrough--we drafted 7 cards rather than 9 and forgot to separate them into seasonal piles--I was hooked. The game felt like Magic without being M:tG. I was drafting, I was managing resources, I was rolling dice... my brain was leaking out my ears trying to keep track of everything, but I was loving it nonetheless. After the dust had cleared and I had fully exchanged my energy tokens for Crystals and manipulated the board with some temporal boots, I came up just short of defeating the Asmodee worker (138-129 I believe). Nonetheless, I was impressed and wanted to share this new discovery with my friends.

So I took to BGG, hoping to spread the word about this game. Slowly, and through the help of Asmodee and other reviewers, Seasons started to gain a little bit of visibility. BoardGameArena supported a free online version of the game, Podcasts featured it, Video reviewers got some preview copies, bloggers far more prominent than me put it on their most anticipated lists. All this seems to have had a good effect because, as of 10:45am on Thursday of GenCon, the game was sold out. Fortunately, I was able to snag one of the last 5 copies available at the show; and I've been playing the tangible and online versions quite heavily ever since. 


(Thanks to BGG and Asmodee for this image)
The first thing one will notice upon opening the box is the component quality and the great insert. Twenty, large, custom engraved die catch your eye. The card art will have you rifling through the deck looking at all the amazing illustrations, and the board and player tableaus have bright colors that pop and demand your attention. The insert itself is very well done (on par with something like the Lords of Waterdeep insert, and gives a definitive "a place for everything  and everything in its place" vibe. I do wish, however, that the two compartments for the cards were a little deeper, as the card stack becomes a little too high if players choose to sleeve their cards. I, admittedly, am a sleever... but I think something like this calls into question the fact that more companies need to acknowledge that players do sleeve their games. By making the wells for the decks deeper, it seems like they could kill 2 birds with one design stone, but I digress.



From a gameplay perspective, Seasons may seem a little intimidating. However, if pared down into its individual parts, it becomes much more palatable. To start, each player is dealt a hand of 9 cards. From that point, much like 7 Wonders, players will draft one card and pass the rest to their left. This will continue until players, again, have 9 cards. The 9 cards are then divided into 3 piles of three, with the first pile starting in the players' hands and each subsequent pile being unlocked once the marker on the seasons board completes one full revolution. With a total of 50 cards (each represented twice in the full deck) available to draft, the number of combinations a player can come up with is staggering.

Once each player has their cards assigned to piles, the real fun of the game begins: a number of die equal to 1+ the number of players is rolled, after which each player will draft a die and gain the benefits from it as indicated by the symbols etched onto its face. A large rectangle indicated that the player can draw a power card from the stack of undrafted cards. A number indicates that the player gains that many crystals (the game's term for VP), Symbols indicate the gain of a Magic-esque resource token (raindrop = blue, feather = red, fire = yellow, leaf = green.), and a star increases a player's summoning gauge. The summoning gauge dictates the maximum number of power cards a player can have in play at one time; and considering that every card left in your hand is worth -5 points at the end of the game, you'll want to get as many on the table as possible. 

Additionally, if a circle is present on the die, it indicates the opportunity for a player to transmute (i.e. change energy tokens into crystals/VP). The value of each type of energy changes dependent on the season. Lastly, there are four special actions players can take on their turn: they may exchange 2 energy tokens for 2 different tokens, they may also transmute, up their summoning gauge by 1, or draw 2 cards instead of 1 (and put one back) if they draft a die with the Power Card icon on it. For each of these special abilities used in game (up to a max of 4x), a player takes a larger and larger end-game penalty (ranging from -5 to -20) so it's advisable to only use these in dire circumstances and/or if the payout will be greater than the penalty. 

Personally, I really enjoy this game; I'd even go so far as to say that it's one of the 5 best games I've played so far this year (and I expect to see it on a lot of "best of" lists at the end of the year). Yes, it does have a lock of parts to keep track of, but all of those parts work as part of a greater, interlocking, whole and feel cohesive rather than individual elements layered on to add complexity for complexity's sake. 



I have, as you might imagine, heard a few complaints about the game, which is to be expected. The first, and most minor one is that the score track for crystals/VP is too small. This is a perfectly valid argument and one with which I would agree. The size of the board could have been enlarged; as it stands, if players are on the same number VP, you have to stack their cubes. Doing this makes the cubes much too easy to knock over, and if you get into the game hardcore it's easy to lose track of what number you were on. 

The second complaint about Seasons that keeps getting thrown around is that the cards are imbalanced. I think this is complete and utter B.S. Yes, some cards present ridiculous combos (e.g. The Longneck+Boots combo that seems to be all the rage online, or the Olaf's Statue+Runic Cube that gives you 30VP for 3Blue) and some cards are better in certain years than others, but no card is an auto-win all by itself. Take the Bespelled Grimoire for example; it grants you 2 energy tokens and lets you store up to 10 (normal max = 7). Many people argue that, if taken in year 1, the Grimoire provides a nigh-insurmountable advantage. FALSE. Absolutely False. For starters, in order to take full advantage of the Grimoire, you need to draft cards that give you 2 resources. If you're doing that, you're not drafting dice that increase your summoning gauge, which means most of the spells you would summon with said increase are going to be stuck in your hand. Conversely, if you draft a card to increase your summoning gauge and negate the drawback of the Grimoire, that's one fewer true power card you have to cast. The name of the game in Seasons is balance; generally speaking, the more things your drafted cards can do and react to, the higher the higher the likelihood is that you'll win.



The other reason that I really enjoy Seasons is that, without fail, every time I play, a story is born that I feel like I need to share with all my gamer friends who weren't present. Whether it be the 180 beatdown Grant Rodiek put on a few of his fellow gamers at GenCon or the epic 2+ hour, 4P game last night that included a perfectly timed Air Elemental --> Glutton Cauldron combo and a Double Amsung Longneck into Temporal Boots combo that rewound the game from late year three to very early year 2, there always seems to be something to talk about after a game is concluded. As stated earlier, Seasons is the game this year that's changed more apprehensive gamers, asking "does this have a tutorial" into convinced fans who constantly blurt out "I love this, let's play again." To me, that's the mark of a great game. 

Other opinions about Seasons:

InD20 Group 
Eekamouse

 




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The Stars and Their Places

Admittedly, Kickstarter has produced some great success stories: D-Day Dice, SotM: Infernal Relics, Pixel Lincoln, Viva Java, etc. etc. However, to only back projects on one crowdfunding site is to overlook myriad worthwhile projects. For some hidden gems, head over to IndieGoGo.com, the European equivalent to KS.

No, IndieGoGo isn't as streamlined or organized as Kickstarter (though it seems many believe KS's new layout to be a step backwards): there's not really a way to separate board/card games from digital games, and there's no obvious marker to designate the level at which you backed a project (leaving you to wonder if your transaction truly went through). But... despite these flaws, I'd argue that the quality of games are equivalent to anything you find on Kickstarter.

One of those high quality games is Among The Stars by Artipia Games, makers of the well received Drum Roll and soon-to-be-released Briefcase. Among The Stars tells the story of a Galaxy recovering from the attacks of "The Black Ones" (apparently Greeks can get away with blatant racism more easily than Americans). In the aftermath of this war, alliances have been formed; alliances which dictate that space stations must be built in order to both protect against future attacks and return some semblance of normality into the lives of the myriad races who fought valiantly.

 

Construction of these space stations will be done by players via drafting certain locations from a hand of 6 cards dealt at the start of each year. Using credits, the main resource in the game, players will then pay for the construction of said location and gain VP either immediately or at the end of the game, depending on that location's abilities and bonuses. In addition, some locations will require you to pay not only credits, but energy as well, a secondary resource produced by purchasable power reactors. The catch? Tile placement matters in this game, and cards which require energy cubes must be placed within two squares of a reactor, thus taking up the space of a location that may have netted you more VP were it in the same space.

At the start of the game, A racial ability is given to each player and objective cards are dealt. Racial abilities are equivalent to power-ups and alter the way the game plays for each player. Some abilities grant you extra credits at the beginning of each year, while others might give you the option to build locations from the discard pile. Each objective gives players a side goal that, if achieved at end game, will grant them extra points. Most of these simply involve having the most locations of a single color, but some mix it up and reward players for being thrifty with their credits, building the most total locations, or hitting 50VP before any other player.

In addition to the Objectives and Racial abilities, each player receives 10 credits, a main reactor with 2 energy cubes placed on it, and a hand of 6 cards. Each turn, he/she has 3 actions available:
  1. Choose a card to be added to your station - if this is chosen, the player pays the requisite amount of credits (and/or energy cubes), places the location adjacent (i.e. non-diagonal) to a tile already in play, and collects an amount of VP indicated in the lower left of the card.
  2. Get a Power Station - A player choosing this option must discard a card from their hand and pay 1 credit. When this is done, an additional power station is placed adjacent to a location already in play, and 2 energy cubes are placed on that reactor.
  3. Discard a card to get 3 credits - This is exactly what is sounds like. Players discard a card from their hand and take 3 credits from the bank/communal pool. 
When there are no more tiles in a player's hand, the round ends and the year marker is moved forward. At the start of the next year, 6 more cards are dealt,  each player receives 10 more credits (unless a racial ability alters this), and play progresses as described above. After 4 rounds, known in the game as "years," the game ends. Players tally up their VP, add VP granted at end game (indicated by text in a yellow box rather than a white box), determine Objective bonuses, and add VP based on exhausted power reactors (1VP per) and leftover credits (3credits = 1VP). The player with the most VP wins. In the case of a tie, the player with the most locations in his/her station wins.



After reading the description, Jones Theorists and other gamers might claim that AtS resembles 7 Wonders, another popular game that involves card drafting. While there are many similarities, I think this game has enough differences to merit a spot in your collection.

The most glaringly obvious difference is the area in which you play cards. As opposed to 7 Wonders, there is an additional layer of importance based on WHERE you play your cards, not just WHAT and WHEN.  Secondly, resources seem to be a lot more scarce in Among the Stars. In 7Wonders, a lot of cards produce resources that can be utilized to build other things that provide other resources. There are very few locations in AtS that provide credits. With the average cost of a location being 3-4 credits, you will typically only get to play 2-3 locations in a round. So, care must be taken in deciding what action to take an when. Lastly, the distinction of color is a little looser in AtS than in 7Wonders. There are color distinctions in AtS; for example: Red bordered cards are military and typically cost more, give more VP, and require energy cubes. However, color is primarily used for end-game VP bonuses. So, a player in AtS may benefit from building a monochromatic space station, but in doing so they leave themselves open to active hate drafting from other players AND pass cards that reward diversity. 

I should also not that, instead of simply divvying up the cards into 3 ages, players in AtS shuffle a number of Special Cards (designated by a "S") into the main deck equal to 6x the number of players. In doing this, you add a level of unpredictability into the game. You might place something in your grid hoping for a special card that isn't even in the main deck. If all this weren't enough, there are also Conflict cards that may be added or removed from the main deck so that players may customize the level of direct aggression they want. It's actually a great addition that lets me play the game one way with my wife and another way entirely with my game group. 


From a personal standpoint, I really liked Among the Stars... for many of the same reasons I like 7Wonders. The addition of a grid-like layout only served to add another layer of strategy to the game. For those trying to decide between this and 7Wonders, I will note that this game seems to work better when played with 2 or 3 than 7W. In my experience, it seems to be a little less intimidating to casual and non-gamers as well, so it might be worth taking into consideration.

As of today, the Among the Stars IndieGoGo campaign has reached approximately 300% of their 8,000$ goal with 11 days left. The 25,000 stretch goal was just hit, meaning all backers will get resin miniature spaceships to use as player markers. At 35,000$, players will get even more additional promo cards, objectives, and racial abilities.

If you'll be at GenCon and would like to play this (or any other game for that matter), feel free to send me a message on Twitter. If you'd like to check out the game before then, here are links to their

IndieGoGo Campaign Site
--and--
Official BGG site 

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