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We have moved. Toot toot and beep beep!
I like the pictures for these two posts, but neither HORRIFIED nor WINGSPAN will appear on this two-part list. I would, however, fully endorse Horrified as an excellent gateway--and superior (!!) alternative to Pandemic.
NOTE: Part 1 can be found here--and apologies this took a lifetime to complete.
The State of the Board
I hope this message finds you well, especially in such a tumultuous time. Kathleen and I have been very quiet of late, both in regard to Player One | Player Two podcastin’, as well as working on the blog or even my posting on Instagram. This isn’t just happenstance.
Episode 21: Don’t Go Breaking My Heart
Top 6 Gateway Games Not On Other Lists: Part 1
Recommendations for beginner board games, gateway board games, or next step board games (or any myriad variations) are spread across the wilderness of the internet like dandelions...
So here are some of our recommendations.
Oh, and they are all:
CHEAP
INTERESTING
and EASY TO LEARN
We Got Too Much (AquaSphere)
Point salad brain burnin’ metaphor mixin’ bad mother$%@#!
A first impression.
AquaSphere (2014) Designed by Stefan Feld Art by Dennis Lohausen Published by Tasty Minstrel Games (in the US)
Asleep in the Desert (Some Background Information)
Stefan Feld, for being one of the preeminent Eurogame designers of the day, still often finds himself the target of attacks from tabletop gamers who prefer more than a skin-deep theme. He may have games about such varied and exciting things like jockeying for the attentions of a moon priestess, currying favor and fulfilling tasks handed down to you from Greek deities by a soothsayer, or leading your people through a brutally bad year in ancient China, but Stefan Feld’s games are generally held up as the pinnacle of The Dry Euro. A more generous opinion would probably be that Feld’s designs emphasize substance over style, but rare is this case made on his behalf.
In this house, at least, we certainly don’t mind how bone dry some of these games are. And yes, make no mistake they are dry. In fact, my first Feld purchase wasn’t solely driven by its bargain basement price–what a deal, but rather in an effort to really see what people meant when they talked about a dry Euro. We’d played lots of dice-rollers and card games, as well as a handful of more modern mashups of mechanics–games that bridged Ameritrash conflict and randomness with crunchier strategy. We had not, however, really played a straight up Euro, which is what lead me to purchase arguably one of Feld’s first bonafide classics, Notre Dame (2007).
Very soon, it was apparent what we’d been missing.
Swimming in Your Ocean (The Feld Design)
Board games are built from mechanics (or mechanisms, if you prefer). A fairly comprehensive list can be found here, but just a few examples are worker placement, rondel, negotiation, dice rolling, area majority/influence, or racing. As I said, these are functionally the building blocks from which games emerge. An effective game is some amalgamation of a small number of these, tied together by a theme and aimed at a common goal or victory condition for the players to pursue.
Feld’s designs are notoriously busy. While he rarely designs games that are considered “heavy,” he’s often criticized for games that appear as though everything but the kitchen sink was included in the design. For example, in Feld’s Trajan (2011), Board Game Geek lists the included mechanics as area movement, card drafting, hand management, mancala, rondel, and set collection. There are a multitude of excellent games that are designed using any one of these mechanics only.
While, on paper, the kitchen sink may be thrown into his games, in actuality the gameplay is a different beast. In general, we take a minute to learn how to play a Feld game, but this is usually due more to the wide variety of options and ways in which you can gain points rather than how complex the overall experience is. More often than not, Stefan Feld’s games offer players a wide variety of methods with which points can be earned, explaining the creation of the very Feldian term “points salad.” There are points to be had everywhere, and the question is no longer how to get points, but how to get points efficiently.
The combination of many mechanics, many methods of gaining points, and skinny theme have combined to make Feld games easy targets for criticism. Ultimately, it depends on where you’re coming from. If you like games that offer options, variable strategies, and myriad choices, Feld games are for you. If you prefer streamlined and thematic games, the odds are strong that you’ll have a hard time connecting with these games. More often than not, while I find the designs fascinating in how the multiple mechanisms interact, it still does feel mechanical. Rare is it that the individual game mechanics will “fade away” into the experience of playing or narrative presented by theme. You’ll always feel the mechanical nature of his games. But that’s okay. The satisfaction here comes from the puzzle of working the machine.
Six Four Days at the Bottom of the Ocean (AquaSphere as Feld)
For a frame of reference, we own five Stefan Feld designs: In the Year of the Dragon (2007), Notre Dame (2007), Bora Bora (2013), AquaSphere (2014), and Castles of Burgundy: The Card Game (2016). Before you ask, we purchased the Castles card game because it is significantly cheaper than the board game and, by all accounts, provides a very similar experience. Of these five designs, they all can be described as both a kitchen sink of mechanisms and point salad. At the same time, they all have a certain polished feel. My above description of Feld seems to read as “his games are Frankensteined abominations of mechanics!” but that’s misleading. Yes, they are hammered together, but that polish is still unmistakable. We’ve played plenty of other games that feel like Feld, but they usually get a little lost in some labyrinth of rules exceptions often missing from Feld’s generally clean designs.
That being said, AquaSphere is the heaviest of our Feld games, complete with its fair share of exceptions, and strategically this may be one of the heaviest games I can think of. I want to reemphasize that word “strategically,” because while teaching this intimidated me, Kathleen was not actually intimidated learning it. For some reason, the circular board (seen up above) feels like a lot to take it, but it’s really just six pods made up of seven rooms repeated in varying arrangements.
Played over four rounds, AquaSphere is about, you guessed it: scientists working in an underwater aqua sphere. On your turn, you’ll do one of two things: program a bot or use a programmed bot. Using a bot is essentially the same thing as “taking an action,” meaning it will take at least two turns to simply do an action. That two-turn process of taking an action is merely one way in which the game’s strategy handcuffs you. Often in points salad games, there is a limiting factor in what you can do (eg dice placement’s reliance on what your dice facings are), but in AquaSphere, there are many handcuffs. Not only are all actions two steps, but the game is based around a programming board, dictating which sequence of actions you’ll be able to do. As you progress forward on this board, your path will cut you off from certain actions. The board looks like this (image courtesy of BGG user lordalatar):
As you program bots and then deploy them across the station, you’ll be using them to fight for control over each of the six pods. At the same time, you’re working to add new lab sections to your own personal lab area, deploy submarines, and fight off the growing hoard of octopods that threaten to take over the whole joint.
I can’t even begin to really teach this game via writing without getting totally derailed, so I absolutely recommend watching Rodney Smith’s Watch It Played for AquaSphere. At the end of each round, one of four total intermediate scorings will take place. Check out the individual player board:
Scoring aids are listed on the right side. The top spiral notepad is intermediate scoring, and the bottom clipboard is end-game scoring. Those lightbulbs are the symbol for POINTS. See? point salad. Plenty of ways to bring those points in.
Again, I’m not going to go in-depth on how to play, nor will I talk about strategy, as this is merely a first impressions post, but I have to say that of Feld’s designs, this was the hardest to get my hands around. At first, I wasn’t even sure what I was doing when we first started. I had to get to an end-of-round intermediate scoring to even see what I should be focusing on. Area control is very important here, but as you grown your influence, those pesky octopods will become a real problem. Should you fight them off or build your lab? Or, perhaps more importantly, get those subs out? But without working on picking up time markers, you won’t be able to get the high cost submarines out.
Many of Feld’s designs revolve around the idea that, on your turn, you need to do 10 things, but you only have the ability to do two or three. AquaSphere presents players with this dilemma in spades. Perhaps because of this game’s baked-in difficulties, AquaSphere seems to have struggled very much to find an audience.
Beyond the Sea (Our Bottom Line on Feld & AquaSphere)
Where Castles of Burgundy is one of the most popular games on Board Game Geek, AquaSphere seems to be known as Feld’s “bargain bin” game. After Tasty Minstrel’s lovely US release and The Dice Tower’s subsequent negative review, it seems many players passed on this, which is rough, but unfortunately understandable. This game manages to be both complicated and complex in play. Additionally, forcing players to plan very far ahead tends to alienate the idea of “casual play,” and AquaSphere absolutely requires long term planning. I waved at so many points as they passed me by during our first play. At one point, Kathleen had written her entire strategy for a round out on a nearby legal pad.
Feld’s popularity in the hobby is unmistakable, but his design philosophy and aesthetic seem to be polarizing. And when you introduce a game that is overly demanding of its players, a design can take another step in the direction of alienating players who don’t live for the puzzle. There’s a reason that Castles of Burgundy is his most popular game. As Feld’s games get heavier, they become much more niche, but that same logic can be applied to any designer, right?
For the record, I think Stefan Feld’s games are remarkable. There is a polish here that you don’t even notice until it’s missing. So many Euro designers build complex, mechanically heavy games, and unfortunately, the smoothed edges of Feld’s designs become so much more evident when you play a game that’s all sharp edges.
That being said, I am of two minds on AquaSphere. In one hand, I think this game is a bit much. too many options, too many handcuffs, and too many variables. At the same time, I love the challenge of this game. For each handcuff or unexpected wrinkle, I remain undaunted, and instead desire only to do better next turn.
AquaSphere is a hell of a puzzle, and if you get a chance to play it, I think it’s worth it. I’m looking forward to my next opportunity to lose handily.
Player One Eric
Episode 20: Picture in a Frame
I Need a Hero (Marvel Champions LCG)
Do we really need another infinitely expandable card game with a comic book superhero theme that can easily be played solo but also plays remarkably well with two?
UM YES OF COURSE.
Marvel Champions: The Card Game (2019) Designed by Michael Boggs, Nate French, and Caleb Grace Art by Marvel Published by Fantasy Flight
I love the idea and format of the living card game. I know this is not always the most popular opinion in the tabletop hobby. Living Card Games tend to be a bit of a lightening rod for criticism, given that they can get expensive if you go “all in,” unless the player is coming from the collectible card game niche of the hobby. In that case, Living Card Games feel comparatively cheap. Being as I played lots of Magic: The Gathering, I’m used to the idea of paying for cards, and it doesn’t bother me. Granted, not everyone feels that way, and I understand, but I want to clear the air now and say that, for me, the release model of this game is not a bad thing.
Anyway…
Lowdown (How to Play–in a Nutshell)
If you have any experience with a cooperative Living Card Game, either The Lord of the Rings: The Card Game (2011) or Arkham Horror: The Card Game (2016), then the uber-generically titled Marvel Champions (2019) will feel very familiar. The main connecting line that runs through each of these games is Nate French, an in-house designer for Fantasy Flight, so it’s not terribly surprising that there’s a mechanical overlap.
You’ll come to the game with a pre-built deck consisting of cards that belong specifically to a certain hero (the base box includes Black Panther, Spider-Man, She-Hulk, Captain Marvel, and Iron Man), as well a set of cards linked to one specific trait (like Justice or Protection), and then a few all-purpose neutral cards. With this deck, you’ll play cards and act with your hero to foil schemes associated with a villain. Rather than thwarting the villain’s scheme, you can attack the villain instead. On the villain’s turn, they will advance their scheme and then either attack you or scheme some more. Once that’s done, you’ll draw card(s) from the villain’s customized encounter deck and deal with those.
When you’ve defeated the villain, ie gotten their life down to zero, you win. Being as this is a cooperative game, you’ve got plenty of ways to lose, but if you lose it will most likely be that your own health was driven to zero or the villain was able to complete their scheme.
Tea for Two (Scaling for Two Players)
This game plays up to four, and all aspects of the game relevant to player count scales automatically (including how much life the villain has, how quickly the scheme will advance, and how many cards from the villain’s AI encounter deck are drawn each turn). While it plays up to four players, I’d probably shy away from playing it at the full count because the game would take significantly longer. However, in all honesty, I’ve only played the game solo, but Fantasy Flight’s cooperative LCGs have a great track record with two players in this household, and based on the comprehensive design similarities, I have no reason to think otherwise.
The Never-Ending Story (The Bad Stuff)
Okay, so I’ll be honest here, I probably could have told you the bad stuff prior to playing this game. Now that I’ve played it, I can tell you that the problematic aspects of this design are inherently part of the conscious choices made by the designers. That being said, you’re either going to be bugged by these design choices or not, but they were all intentional.
First of all, Marvel Champions immediately distinguishes itself from both The Lord of the Rings: The Card Game and Arkham Horror: The Card Game by eschewing the campaign system that runs both of those games in favor of a non-campaign, one-off episodic design instead. Rather than experiencing a slowly developing narrative played out over multiple games, you will only ever really experience this game in self-contained, narratively loose skirmishes. I hesitate to even use the word narrative, honestly. If you read the cards, including flavor text, you’ll get an idea of what’s supposed to be happening, but it’s nothing at all like Arkham Horror, the most heavily narrative game of the bunch, or even The Lord of the Rings, a decidedly lighter narrative experience.
This is not a bad thing for me, and I say that because I feel the campaign system actually keeps both Arkham and Lord of the Rings from hitting my table more frequently. Arkham felt like it relied too much on the narrative (for my taste), while Lord of the Rings’ narrative made me feel guilty to ever play without Kathleen, so often I’d want to play but not want to play without my gaming partner, meaning on the shelf it stayed. Also, because Marvel Champions is not narrative-based, you can skip any small expansion if you’re simply not interested in the hero without having to worry that you’re missing out on the story, making this inherently cheaper than other narrative LCGs. Again, this is very subjective. I’m sure that there are people who would say the narrative aspect of Arkham is what makes it the most rewarding of the lot, but for me if the story stumbled, the whole experience suffered for it (and I wasn’t so keen on a few of the Dunwich Legacy narrative choices).
Next up is the nature of the cooperative LCG. In this case, I don’t mean the release model, but rather the fact that the encounter deck, present here just as it is in both Lord of the Rings and Arkham, can be punishing. Ultimately, the probability of you succeeding is not only based on your strategic decisions in the game, but also on the luck of what is drawn from the encounter deck–and when it is drawn. More often than not, if you draw the deck’s cruelest cards at the worst moment, it will be all but impossible to overcome. You can prepare yourself as best you can, certainly, but sometimes winning is just not in the cards (Great job, Dad joke). Again, this is not a big enough problem to really bother me. I have certainly been frustrated playing Lord of the Rings, and that’s because, of the three, Lord of the Rings is the most punishing, by far. Arkham is second most, and Marvel Champions is actually the least punishing. At the same time, because of the cooperative aspect, I don’t mind the game feeling punitive. That’s the point, no? What’s the point of playing an easy cooperative game?
The only other drawback that someone might immediately raise objection to is actually something I really like. Deck-construction in this game is much simpler than with either Arkham or Lord of the Rings. Those two games are based on simple deck building restrictions revolving around factions, not terribly unlike Magic: The Gathering. Deck-construction in Marvel Champions has more in common with Star Wars: The Card Game. In Star Wars, cards come in blocks (or pods, if you’d prefer a whale metaphor). You choose an objective, most likely for a special ability, and with that objective you’ll also have a set of cards that will begin to build your deck, usually keyed to combo around the objective’s ability. As you select objectives, you’ll get their accompanying cards and slowly construct a deck, meaning decks are based on small, pre-built sets of cards rather than individual cards. It makes the build infinitely simpler.
Deck-construction here is similar. You’ll pick a hero and take a set number of cards as your deck starting set (like your 15 Iron Man cards or what have you). Then you’ll select one of those traits I mentioned earlier (Justice, Leadership, Aggression, or Protection), and add a certain number of cards from that trait. This is the most loosey-goosey bit, but the fact that you cannot combine traits really helps. Then you’ll augment what you’ve got with some neutral cards. Ultimately, your deck is only 40 cards, making it very easy to get a basic deck put together. While I am not a huge fan of tinkering with decks, making this a good thing, I completely understand this being a blemish on the game for those who really live and die for a good build experience.
There Goes My Hero (The Good Stuff)
All those gripes being said, Marvel Champions does plenty of things that I quite like, and that distinguish it from Lord of the Rings and Arkham.
First of all, Marvel is the lightest of the bunch. Along with the superhero theme, it’s clear that this was meant to be more of a gateway game. It’s not what I would call LIGHT, but it’s mechanically simpler than Arkham, and much simpler than Lord of the Rings, which I believe is clearly the heaviest of the bunch.
As an example, resources as you are used to are not here. Rather than managing a pool (or pools, in the case of Lord of the Rings) of resources, you pay for cards by discarding other cards from your hand, an evergreen mechanic that is so satisfying in its deceptive simplicity. Race for the Galaxy (2007) is another game that employs this same simple mechanic. What that means is that while the game is removing mechanics, its emphasizing the hand management here. And interestingly enough, your hand size will fluctuate based on if you are in Hero or Alter-Ego mode (ie which side your avatar’s card is face up). As your hand size fluctuates, it will present you with very difficult situations about whether you should hang onto cards and try to grow your hand size or discard as needed to pay for other cards.
And speaking of the Hero/Alter-Ego mode, this is one of the most satisfying puzzles of the game, because on your turn you can switch between these two modes, but only once per turn. Once the villain’s turn begins, they’ll interact with you differently based on if you are visible as a hero or disguised in your alter-ego. If you’re in hero mode, they attack you. If you’re in you alter-ego disguise, they’ll work on their scheme (slowly marching towards the end of the game). Is it better to stay in Hero mode and fight, thereby slowing the scheme’s progress? Or is it better to let the scheme progress so you can recover (heal) in Alter-Ego mode. Other than card abilities, this is the only way to increase your health, making it very important. This dilemma is so satisfying. What should you do, and when is always a delightful pickle to face.
And the theme. Yes, I love Marvel comics. I’ve read a fair amount of Marvel comics, mostly bronze age, and I find the implementation of theme here simple yet very effective. The mechanics are clean and streamlined, meaning some amount of theming is abstracted away, but so many of the card abilities are instructed by the hero’s comic book abilities. For example, Iron Man is underpowered at the start of the game (with a base hand size of only ONE when he is Iron Man), but as the game progresses and Tony is able to install upgrades to his suit, he will slowly become more powerful, and significantly more powerful at that. And as he adds upgrades, his hand size will grow, giving you a true feeling of acceleration
True, it’s still a card game, meaning that much of the heavy theming you may find in a more in-depth or complex board game is abstracted away. That being said, I really enjoy the implementation of theme here.
The End (Final Thoughts)
I apologize if it seems I’ve belabored the bad things, because that’s actually misleading. I think this game is great. Essentially, it’s exactly what I wanted. It plays well solo, it presents a ton of difficult choices, it’s hard, and it’s not campaign based. I can sit down and knock out a satisfying game of this in 30 minutes. It’s definitely challenging, and the heroes all feel very different when you play them. The Alter-Ego vs Hero modes not only present you with different abilities (most heroes have special abilities that are available to them based on which mode you are in), but there are also cards scattered throughout each hero’s deck that can only be played if you are in one mode or another.
In regard to the villains, I also want to mention the fact that there are nemesis cards associated with each hero, like Killmonger for Black Panther or Titania for She-Hulk or Vulture for Spider-Man, who can be brought into play based on a specific card being drawn from the encounter deck. Each hero also has an obligation card specific to them that may be drawn to complicate their lives. The obligation cards usually entail the hero having to choose between being in Hero mode or Alter-Ego mode. For example, Spider-Man’s obligation card is “Eviction Notice,” which forces him to essentially turn back into Peter Parker and deal with the problems in his day-to-day life. When you do that, however, it allows the villain to scheme, once again pushing the game towards its ending. This aspect is so clean, but so clever and thematic.
For a game that is really fairly simple, Marvel Champions presents so many tough choices, eliminating some of the heavy resource management and complex card-play inherent to Lord of the Rings or Arkham Horror and replacing it with more puzzly questions of timing and hand management.
If you like tough and clever card games, this is definitely something you’ll want to check out. For me, the only thing preventing this from getting the highest marks is the fact that I still have a strong personal affinity for Lord of the Rings, a game Kathleen and I have played loyally for years. But if you’re new to the land of cooperative LCGs, this could be your newest obsession.
Player One Eric
Back Issues: Episodes 7-19
Boy, howdy, I am behind on this. If you’ve been keeping track in Podcastland, you probably know we’re coming up on episode 20 of PLAYER ONE | PLAYER TWO PODCAST, and I’ve simply been remiss in keeping up the blog. Infinite apologies.
Since our last episode posted, on which we covered The Dresden Files, we’ve covered a host of games, most of which have been excellent...
Only a Pawn in Their Game (Nippon)
During an old video review published by the clever and astute duo of No Pun Included, Efka Bladukas said, quite deadpan, that “Nippon” was Japanese for “efficiency.” It was so deadpan–and I’m apparently enough of a philistine–that I believed it, no questions asked. You probably know that “Nippon” is actually is just a Japanese word meaning, ummm, “Japan.” It’s literal meaning is “the sun’s origin,” as in “the land of the rising sun.”
My naiveté aside, whatever the word for “efficiency” in Japanese is, that word would be a great name for Nippon, too!
Nippon (2015) Designed by Nuno Bizarro Sentieiro & Paulo Soledade Art by Mariano Iannelli Published by What’s Your Game?
Episode 6: You Don’t Own Me
The Village Green Preservation Society (Village)
Over the past few years, Inka and Markus Brand have been on fire. The husband and wife designer duo have, in the past three years alone, released the lovely dice-placement racer Rajas of the Ganges (2017), come out with their own sprawling take on the legacy game in The Rise of Queensdale (2018), and played their part in changing the hobby forever with their remarkable Exit series (2016-?).
But if you roll back your calendar a few years, you’ll find a lovely gem of theirs about simpler times. Rather than escaping certain death in Exit or building a grand and majestic estate in Rajas of the Ganges, you are, well, just living your life. Train to be a wainwright or stableman, make your mark, live a long and hopefully productive life, perhaps join the city council or the church, and leave a legacy to be remembered in your small town forever.
Simpler times, indeed.
Village (2011) Designed by Inka & Markus Brand Art by Dennis Lohausen Published by Eggertspiele
Episode 5: Burnin’ For You
Episode 4: So Quiet in Here
Editorial: ‘Til the Money Runs Out
(Unless otherwise clarified, all prices are MSRP, or manufacture standard retail price)
The subjectivity evident in any critical analysis of a book, movie, or board game is–I would hope–obvious. Value, however, feels far less subjective.
How much someone is willing to pay for something varies greatly depending on the person, not only based on what we’re talking about, but also how much money that person has. With that out of the way, let’s talk about a sticky wicket in the hobby of board gaming: value.
Episode 3: Hurts So Good
Wicked Game (Hanamikoji)
I can think of no game with a simpler ruleset, published with a lovelier, more pleasant, appealing, and understated graphic design, or played with a more head-crushing metagame-rich strategy than Hanamikoji.
Learned in less than five minutes, Hanamikoji presents more difficult decisions in four basic action tiles than many point salad euros can manage in a box full of custom wooden components.
Hanamikoji (2013) Designed by Kota Nakayama Art by Maisherly Published by EmperorS4