Takenoko Review

Takenoko Box

Foreword

Takenoko is a gorgeous game with a cute panda and interesting interdependence.

Takenoko In Progress

Takenoko Close Up

How to Play

Goal

The goal of the game is to score the most points by expanding the communal garden, growing bamboo, and/or feeding the panda. Each player is free to take objectives of any of these three types throughout the game. All of the objectives are linked; so, as players pursue one objective, they might also advance another, either knowingly or unknowingly.

Setup

Each player starts with a player sheet, 2 action chips, and one of each of the objectives: Plots, Gardener, and Panda.

Place the Pond plot tile in the center of the table. Place the panda and gardener on that tile. Finally, place piles of the other components in easy reach.

Takenoko Setup


The Turn

On a player’s turn, they select and perform 2 of 5 actions. (After the first round, each player also rolls the weather die at the start of their turn.)

Actions

Objectives

Objective cards are how players score points. There are 3 types of objectives: Plots, Gardener, and Panda. Each objective depicts a condition that must be met on your turn to complete it. If you meet that condition on your turn, you can play that objective card face-up in front of you to complete it. A player may not draw a new objective if they already have 5 uncompleted ones in hand.

Takenoko Plot Cards
Plots card: expand the communal garden and irrigate it as depicted.

Takenoko Gardener Cards
Gardener card: grow bamboo on the plots depicted to the height depicted.

Takenoko Panda Cards
Panda card: eat bamboo of the type depicted.

Objective-Action: Draw 1 objective card of any type.

Plots

Takenoko Plots

Plots are the hexagonal tiles that are used to expand the garden and grow bamboo. There are green plots, yellow plots, and pink plots. Each plot grows bamboo of its corresponding type. Some plots have improvements, explained below.

Plot-Action: Draw 3 plots from the plot pile. Choose 1 plot and place it adjacent to the starting pond plot and/or adjacent to two other plots. Place the plots not chosen on the bottom of the plot pile.

Irrigation

In order for bamboo to grow on a plot, the plot must be irrigated.

Takenoko Irrigation

A plot is irrigated if:

  • it is adjacent to the starting pond tile
  • it has an irrigation channel on at least one of its edges (connected to the starting pond plot)
  • it has a watershed improvement on it

Irrigation-Action: Gain an irrigation channel piece.

Irrigation channel pieces can be placed immediately or saved for later. If saved, they may be played any time on your turn for free. Irrigation channels must stem from the starting pond plot or another irrigation channel.

As soon as a plot becomes irrigated for the first time, it gains a bamboo section of its corresponding color.

Gardener

The gardener is used to grow bamboo. The gardener starts on the starting pond tile.

Gardener-Action: Move the gardener at least one space in a straight line and grow bamboo, if possible.

Takenoko Gardener

When the gardener grows bamboo, he grows a bamboo section on the plot he is on and any immediately adjacent plot of the same color. Any of these plots that aren’t irrigated or already have 4 sections of bamboo do not gain a bamboo section.

Panda

Takenoko Panda

The panda eats bamboo, Om Nom Nom! When the panda eats bamboo on your turn, you gain it and put it on your sheet. When you complete a panda objective card, return the depicted bamboo sections to their respective piles.

Panda-Action: Move the panda at least one space in a straight line and eat a bamboo section, if possible.

Weather Die

The weather die is rolled at the start of each player’s turn (after the first round), and it provides the current player 1 of 5 bonuses. If a ‘?’ is rolled, the player chooses any of the 5 bonuses.

Takenoko Die

These bonuses are:

  • gaining a 3rd separate action this turn
  • growing one section of bamboo on any irrigated plot
  • allowing 2 identical actions this turn
  • moving the panda and eating a section of bamboo
  • gaining an improvement tile

Takenoko Die Actions

Improvements

There are 3 types of improvements. Some plots start with an improvement. Each plot may only have 1 improvement on it. If a plot has neither an improvement nor bamboo on it, a player may place an improvement (gained from the weather die) on that plot on their turn.

Takenoko EnclosureEnclosure: The panda may not eat bamboo on a tile with an enclosure.

TakenokoFertilizerFertilizer: When a plot grows bamboo, it gains 2 sections instead of 1 (still subject to max 4 sections per plot).

Takenoko WatershedWatershed: A plot with a watershed improvement is irrigated automatically.

End of Game

The final round of the game begins when a player completes a set number of objectives:

2 players – 9 objectives
3 players – 8 objectives
4 players – 7 objectives

Once a player completes the requisite number of objectives, that player takes the Emperor card (worth 2 points) and finishes their turn. Then, each other player gets one more turn. After the last player takes their final turn, players total their points from completed objectives. The player with the most points wins.

In case of a tie, the tied player with the most points from panda objective cards wins. If still tied, all tied players share victory.

Conclusion

Takenoko is a good family game, and it is gorgeous. The rules aren’t that complicated, but there is enough to think about to keep me interested. Games that can be played at different levels simultaneous appeal to me greatly because I play with non-hardcore gamers frequently.

I can play the game trying to optimize my strategy, read my opponents, and anticipate the flow of the game. Other players might try to optimize their play without worrying about the other players. Then there are players that play the game turn by turn just to enjoy the artwork and the company. Takenoko supports all of these players. Granted I do have a greater win-percentage when I play all out, but it isn’t guaranteed (since there is an appropriate level of luck), and, more importantly, the game feels close throughout.

Specifically, I am a fan of the interconnectedness of everything. I like that I can work on multiple objectives at the same time. Advancing a plot objective card and a gardener objective card simultaneously when they both care about pink plot tiles is incredibly satisfying. Or, when I need a 3-height pink bamboo tile for a gardener objective card and I need pink bamboo for a panda objective card, I can send the panda to a 4-height pink bamboo tile and advance both cards. It sounds boring in text, I give you that, but seeing these things in game and then successfully executing them is satisfying.

In addition, we generally have a lot of fun just interacting with the panda and gardener miniatures. Overall, this is a solid family game.

 

Kingsburg Review

Kingsburg Box

Foreword

Kingsburg is a 2-5 player worker placement game that uses dice as its workers. This mechanic allows for plentiful options without overloading the players.

Worker Placement

Goal

The goal of the game is to build buildings, score points, and fend off yearly attacks.

Kingsburg In Progress

Game Overview

The game is divided into five years. Each year has three Productive Seasons where players roll dice, influence advisors, and build a building (the meat of the game). These are separated by minor, kingly interventions, and at the end of the year, there is an attack that can potentially lose players points.

How to Play

Each year is divided into 8 phases:

  1. Aid from the King
  2. Spring Productive Season
  3. The King’s Reward
  4. Summer Productive Season
  5. The King’s Envoy
  6. Autumn Productive Season
  7. Recruit Soldiers
  8. Winter – The Battle

Kingsburg Calender Track

Productive Season

The bulk of the game takes place in the three Productive Seasons (Spring, Summer, and Autumn). In these Productive Seasons, players roll their dice, influence advisors, and optionally build a building.

Roll the Dice

All players roll their three dice. The player with the highest combined total will be last to influence an advisor in this season. To represent this, place that player’s colored disk at the bottom of the Turn Order Chart. The player with the next highest combined total is placed second to last. Repeat until everyone’s disk has been placed.

KingsburgTurnOrderChart

Influence Advisors

The advisors range from 1 to 18. Players use their dice to select (influence) these advisors. Each advisor grants the selecting player resources. The higher the number of the advisor, the more resources it grants.

KingsburgAdvisors

The first player on the Turn Order Chart selects first. They can use one, two, or all three of their dice to select an advisor with a matching number.

For example, if they rolled a 3, 5, and 6. They could use all of their dice to select the 14-advisor. They could use two dice to select the 8, 9, or 11-advisor. Or, they could use one die to select the 3, 5, or 6-advisor.

Once the first player selects an advisor, the second player selects an advisor, etc. until all players, in order, select an advisor. After everyone has selected an advisor, players can potentially select a second advisor, in turn order. Any dice that weren’t used on the first selection, can be used for this second selection. For anyone with a die remaining after the second selection, there is a third/final selection. So, a player could either get one high numbered advisor or multiple low numbered advisors. The only caveat is that no advisor can be selected more than once in a season.

Build Buildings

After influencing advisors to gain resources, each player may use those resources to build a building.

Kingsburg Province Sheet

To build a building, you must turn in resources matching the cost in the circle on your Province Sheet. To show that you built a building, place one of your Building Tokens over the cost. You then immediately gain the victory points to the right of the flag (advance your token on the Scoring Track around the board). In addition, you gain the effect in the text for the rest of the game.

For example, if you spend two gold to build the Statue, you immediately gain three victory points, and for the rest of the game, anytime you roll the same number on all of your Productive Season dice, you may reroll one of those dice.

At the start of the game, you may only build a building in the leftmost I column. In order to build a building in the II, III, or IV column you must build each building in that row in the preceding columns first. For example, if you want to build the Embassy, you would first have to build the Barricade, then the Crane, then the Town Hall. Once those are built, you may build the Embassy.

The Rest of the Year

Everything else that happens in the year revolves around the Productive Seasons.

1) Aid from the King

The player with the least built buildings gains a white die for the next Spring Productive Season. This die is rolled in the Spring Productive Season with the rest of your dice. You can use that white die with at least one of your other dice to select an advisor. (The bonus white die does count for determining turn order in the Productive Season.)

If two or more players are tied for the least amount of buildings, the tied player with the least goods (gold, wood, or stone) gains the white die. If still tied, all tied players gain one good of the their choice.

In the first year of the game, since all players will be tied in buildings and goods, all players gain one good.

2) Spring Productive Season

**See Productive Season above**

3) The King’s Reward

The player with the most built buildings gains a victory point. If there is a tie, all tied players gain a victory point.

4) Summer Productive Season

**See Productive Season above**

5) The King’s Envoy

The player with the least built buildings gains the King’s Envoy. In case of a tie, the tied player with the least goods gains the King’s Envoy. If still tied, no one gains the King’s Envoy.

KingsburgKingsEnvoy

The King’s Envoy can be used in a Productive Season to either:

A) Select an advisor a second time in a Productive Season

or

B) Build a second building in a Productive Season

For selecting an advisor a second time, the advisor can either be already selected by a different player or by yourself. Place the King’s Envoy marker next to your dice to show that you are using it.

For building a second building, you must follow the column rule (build from left to right) and have the resources to build both buildings.

When you use the King’s Envoy, return it to its starting spot. If the King’s Envoy is not used by phase 5 of the next turn, the King’s Envoy is reassigned.

6) Autumn Productive Season

**See Productive Season above**

7) Recruit Soldiers

Phase 7 directly relates to phase 8. I recommend reading phase 8 first.

In turn order defined by the Autumn Productive Season, players may recruit soldiers by turning in two goods (gold, wood, stone) per soldier. Players may recruit as many soldiers as they can afford. The goods could be the same or different.

Soldiers do reset to zero at the end of each year.

8) Winter – The Battle

Before the end of each year, one of five random enemies attacks. Each player is attacked by the same enemy.

KingsburgEnemies

Each player has a combat value and each enemy has a strength. If a player’s combat value exceeds the enemy’s strength, that player gets a reward. If a player’s combat value is less than the enemy’s strength, that player is penalized. If a player’s combat value ties the enemy’s strength, nothing happens.

A player’s combat value is determined by their soldiers, buildings, and the king’s reinforcements. Each soldier you have on the Soldier Chart adds 1 combat value. Buildings like Guard Tower, Fortress, and Farms add or subtract combat value. For the king’s reinforcement, one player rolls a die and every player adds that number to their combat value.

For example, Blue has two soldiers on the Soldier Chart for +2.
Blue has Guard Tower (+1), Blacksmith (+1), Palisade (+1), and Farms (-1) for a net +2.
For king’s reinforcements, a 3 is rolled for +3.
In this situation, Blue has a combat value of 7.

KingsburgCombatValue

In addition, the player that beats the enemy by the most, gets a bonus victory point. In case of tie, all tied players get the victory point. If no player beats the enemy, no one gets the victory point.

End of Year

At the end of the year, advance the Year Track by one and place the season token back at Aid from the King. At the end of year 5, the game is over.

Winning the Game

The player with the most points at the end of the game is the winner. In case of a tie, the tied player with the most goods remaining wins. If still tied, the tied player with the most built buildings wins.

Conclusions

I enjoy Kingsburg because it provides me with a lot of strategic choice while still being fun for the family. I like being able to plan out exactly which buildings I am going to get in which order. Then, based on that, I like figuring out the best way to optimize my dice rolls in the Productive Seasons, taking into account what resources I need and what advisors my opponents might go after. Watching my strategy unfold as planned can be incredibly satisfying.

I have also played Kingsburg with minimal planning. In these games, I just start off with a general idea, and I leave myself open to potentially disrupt my opponents in the Productive Seasons. Whether or not I do disrupt my opponents, building buildings on a whim can be quite satisfying as well.

With regard to the dice as workers mechanic, I am a fan. This mechanic randomizes which of the 18 advisors you can potentially choose from each Productive Season; this keeps the game interesting because you have to decide the best potential combination of these random elements. I much prefer dice randomizing my options than determining success or failure. While consistently getting high rolls can be beneficial, a player won’t straight out lose for not rolling the highest consistently.

The thing I dislike the most about this game is that certain enemies can destroy your best building. If you don’t defeat specific enemies, generally the lower strength enemies of the year, you can lose your rightmost building. I really dislike this in theory because it allows for massive feast or famine strategies. You can completely ignore combat value bonuses, and if the King’s reinforcements are consistently high, you are in a better position than the person that defended themselves. If the King’s reinforcements are not high, you fall dramatically behind your opponents that prepared their defenses. In addition, no one likes losing things. Thankfully, this has not actually been much of an issue in the games I have played. The odds of losing a building are very low, but we basically all protect ourselves form them anyway. So even though this idea worries me, I still enjoy and recommend the game.

If you do like the game, I highly recommend checking out the first expansion, To Forge a Realm. The expansion adds more buildings and randomizes which ones you might start with each game. This alone significantly increased my enjoyment of a game I already liked. There is also a reworked combat variant that replaces king’s reinforcements that I look forward to trying. The added player specific powers also seem like they could add a lot.

Overall, I enjoy the game, recommend trying it, and if you like it, I highly recommend the expansion.

Push Fight Review

Push Fight In Progress

Game Overview

Push Fight is a two-player abstract strategy game where the board rapidly changes.

Object of the Game

Players fight to push one of their opponent’s pieces of the board, utilizing only two moves and a push each turn.

The Pieces

In Push Fight there are 3 pieces: Circles, Squares, and the Anchor.

Each player controls 3 Squares, 2 Circles, and the Anchor alternates between the two players.

Squares can push.

Square

Circles cannot push.

Circle

The Anchor prevents the last square that pushed from being pushed.

Anchor

Setup

The light pieces setup first on one side of the center dividing line. Then the dark pieces setup on the other side. The anchor does not start in play. The light pieces take the first turn.

For your first game, I recommend the standard setup below:

StandardSetup

For future games, there are no restrictions on how you setup your pieces on your side of the line. You do not need to put a piece in all 4 spaces adjacent to the line. You are also allowed to place pieces on the edge of your side of the line.

Playing the Game

Each turn consists of two optional moves and one mandatory push. You do not need to use both moves, but your moves can only be made before your push.

Move

When you move one of your pieces, you may move through any number of unoccupied spaces in a single move. You may not move diagonally.

For example, this would be a legal move:

PushFightMove

Push

After you have finished making your moves, you must Push with one of your Squares. How pushing works:

  • You must Push your chosen Square in the direction of at least one adjacent piece (that piece can be an opponent’s piece or your own)
  • If you Push into a row of adjacent pieces, you push that entire row

GenericPush

  • After you push, take the Anchor and place it on the Square that Pushed

AnchorPlacement

  • You may not make a Push that would move the Square with the Anchor
  • You may not make a Push that would move a piece into the top or bottom wall

CannotPush

  • The first player to Push one of their opponent’s pieces off either edge immediately wins the game

Conclusions

This is one of my favorite games. The rules are very simple, but, due to the move and push mechanics, the state of the game changes rapidly every turn. I almost certainly have played over a 100 games of this. When you first start playing, the games are pretty quick because it is easy to fall into a trap. As you play more, the games get longer and the turns get a lot more interesting. Once you know what you are doing (I say it takes a minimum of 5 games before it starts to click), the staggering possibilities start revealing themselves. I do not want to go into too much detail, since I think that the discovery is part of what makes this game great.

Before you buy this game, I would recommend trying it out online here. If you want to buy it, Penny Arcade is the current distributor. As a heads up, the price did jump up by around $15-20 when Penny Arcade became the distributor, so I would recommend waiting for a sale. It is currently marked as limited edition.

Biblios Review

Biblios Box

Foreword

Biblios is an intriguing, partial-information card game that has basically nothing to do with religion.

How to Play

Goal

The goal of the game is to score the most points by collecting a plurality in at least one category.

BibliosScriptorium

Types of Cards

The game consists of Category cards, Gold cards, and Church cards.

Category Cards

Collecting Category cards is how you score points to win the game. The 5 categories are Pigments (blue), Monks (brown), Holy Books (green), Manuscripts (orange), and Forbidden Tomes (red).

The Pigments and Monks categories consist of four 2-value cards, three 3-value cards, and two 4-value cards. So, there is a combined total value of 25 for each of these categories. If you collect at least 13 value in either category, you are guaranteed to win that category.

Biblios 234

The Holy Books, Manuscripts, and Forbidden Tomes categories have seven 1-value cards and two 2-value cards. So there is a combined total value of 11 for each of these categories. If you collect at least 6 value in any of these categories, you are guaranteed to win that category.

Biblios 12

If, at the end of the game, there is a tie for the amount of value in a category, the player with the letter closest to A (in the bottom right hand corner) wins the tie.

Biblious ABCDEFGHI

Gold Cards

Gold cards have a value of either 1, 2, or 3. These cards are used in the auction phase to bid for cards.

Biblios Gold

Church Cards

Church cards can raise or lower the point value for winning specific categories. For example, say you get the +1 Church card and you have collected 12 value in Pigments. You can choose to increase the Pigments die by 1. At the end of the game, if you have the most Pigments value, you take the blue die with the increased point total.

Biblios Church

Immediately when you gain a church card you resolve it. So, if you get the -1 for 2 dice, you must immediately discard the Church card and decrease 2 dice by 1.

Setup

At the start of the game, place the Scriptorium board in the center of the table with each die starting on 3. Then, based on the number of players in the game, remove a number of cards from the deck. Do not look at the removed cards.

For a 4 player game, remove 7 cards randomly.
For a 3 player game, remove 1 of each type of Gold card and then remove 12 additional random cards.
For a 2 player game, remove 2 of each type of Gold card and then remove 21 additional random cards.

Due to the removing of cards, you never know exactly which cards will be in the game. For instance, it is possible that both 4-value Pigments cards will be removed so there would only be a combined value of 14 available.

Biblios Setup

The Turn

The game is divided into 2 phases: the gift phase and the auction phase.

Gift Phase

In the gift phase, each player takes turns drawing cards and distributing them between themselves, everyone else, and a separate pile to be used in the auction phase. Each card is drawn individually and placed in a pile before drawing the next card. You draw a number of cards equal to the number of players plus one.

For example, in a 4 player game, each player draws a total of 5 cards on their turn. The current player takes 1 of those cards, places 3 of those cards into a communal pile, and places 1 in the auction pile.

Example Turn

  • I draw a 1-value Gold card as my first card. I don’t want to keep it, and I don’t want to put it up for auction later. So, I put it in the communal pile.
  • Then, I draw a 4(H) Pigments Category card. I decide to keep it for myself. Now I can’t take another card for myself this turn.
  • For my 3rd draw, I get a 3 Gold card. Since I can’t take it, I decide to put it in the communal pile. There is now 1 spot remaining in the communal pile and 1 spot remaining in the auction pile.
  • For my 4th draw, I draw a Church card that can raise 2 dice by 1 each. I want to potentially get this card later, so I put it into the auction pile.
  • My final draw for the turn is a Manuscripts 1(B) Category card. I must put it into the communal pile.
  • Once all of the cards have been assigned, the remaining players each take one of the cards from the communal pile. This is done in clockwise order.
  • After every card from the communal pile is claimed, the next player takes their turn.

Biblios In Progress

This repeats until the original deck of cards is depleted. At this point, the game moves into the auction phase.

Auction Phase

Once the gift phase is completed, shuffle the created auction deck. Beginning with the starting player, each player takes turns putting a card up for auction. Bidding starts with the player to the left of the current player. To win a bid, you need to have a corresponding amount of gold to cover the cost.

For example, it is my turn to auction a card, and I reveal the Church card that can raise 2 dice by 1. The player to my left (Becky) bids 1 gold. The next player (Carl) bids 2 gold. The final player before me (Diane) passes. I want the card and only have 2 2-value Gold cards, so I bid 4 gold. Becky passes. Carl bids 5 gold. I pass. Carl only has 2 3-value Gold cards, so he must use both of them. He does not receive a refund even though he overpaid by 1.

There is a rule for penalizing a player if they bid more than they have and win the auction. Each other player takes a random card from that player, and then the card is re-auctioned. The penalized player may not participate in that re-auction. This rule does allow people to bluff, especially if they have no Gold cards left. If you are playing with incredibly competitive people who all know what they are doing, then you can use this rule. Otherwise, I would just recommend re-auctioning the card if someone accidentally makes that mistake. Even in this scenario, everyone now knows approximately how much gold that player has to spend, which I see as a penalty.

When a gold card comes up for auction, players bid a number of cards in their hand instead of bidding gold. So, the first person might bid 1 card. The second person might bid 2 cards, etc. If you win the bid, you must discard face-down a number of cards equal to your bid. These could be Gold cards or Category cards. (Church cards will never be in your hand.)

Once the auction pile is depleted, the game is over.

Game End

At the end of the game, each person reveals the total value they have collected for each category. I recommend revealing 1 category at a time for suspense. Whoever has the highest value in that category wins the corresponding die and gains that many points. In case of a tie, the player with the card closest to A wins the die and the points.

Whoever has the most points at the end is the winner. In the case of a tie, the player with the most gold remaining wins. If still tied, the winner is the tied player with the highest value in the Monks category (the leftmost category on the Scriptorium). If still tied, the player with the card closest to A in the Monks category wins. If still tied, because none of the players had Monks cards, repeat this process with the next category on the Scriptorium (Pigments). Continue this process until there is a winner.

Conclusion

At first when I played this game I wasn’t a huge fan. I liked the concept, but it seemed too easy so I didn’t play much more of it. Recently, however, I played some 2 player games, and they were quite interesting. I also lost which really gets me thinking about a game.

In a 2 player game, you see 66% of the cards during the gift phase. In a 4 player game you see 70% of the cards. This is why I call it a partial-information card game, since you don’t have complete knowledge about all of the cards in play, but you do know most of them. Due to this, you can guess what categories the other players are collecting. With this information, you can determine how strongly you want to pursue each category. For example, if you never see anyone take any Pigments and you already have a 4-value and a 3-value, you know there is a pretty good chance you could win that category.

The second aspect of the game that gives you information is the Church cards. If someone boosts a certain category, you know that they almost certainly have a lot of value in that category. So, if you have little to no value in that category, you can just ignore that category going forward. You can also target that category with negative Church cards. In a two-player game this is very interesting because you can feed those Church cards to your opponent to figure out what they are chasing. The actual value changes haven’t been that relevant in my 2 player games because the winner has always been the player to win 3 of the 5 dice regardless.

The gift phase is also interesting because of the whole ‘push your luck’ element. Do you take that early 3-value Pigment card, or do you hold out for something even better. If you take something pretty good early, you know you got something solid. But, when you see a better card come up in a later draw that turn, you have to let it go. In addition, deciding what to put in the auction is just as interesting. Frequently, you just put in a strong card you couldn’t take because you already took a card. Sometimes, though, you get something early like a Church card you want to throw into the auction. Each individual choice on your turn is fairly limited, but the implications and thought behind those choices can be quite interesting.

Overall, I think this is an excellently designed/developed game. I can put a lot of thought into my play, and I really enjoy that aspect. More importantly though, I can still lose the game even when I put the most thought into it. Even in the games I lose, I enjoy the journey and don’t mind the loss. Due to this, I group it with other games like Dominion, Camel Up, and Ninjato.

Sushi Go! Review

Sushi Go Box

Foreword

Sushi Go! is one of the simplest drafting games.

Drafting

There are 2 major forms of drafting: simultaneous hidden drafting and sequential open drafting. Sushi Go! uses simultaneous hidden drafting.

Simultaneous Hidden Drafting

In this form of drafting, every player starts with an equal number of hidden resources, usually cards. Each player simultaneously picks a resource (keeping it hidden) and then passes the remaining resources to the player on their left (sometimes right). This then continues until there are no resources remaining to pass.

For example, in a 4 player Sushi Go! game each player starts with 8 cards. Everyone picks a card and passes the remaining 7 to the player on their left. Then everyone picks a card from the 7 passed to them, followed by the remaining 6 cards being passed, etc.

Simultaneous hidden drafting is also used in Epic’s cube draft and dark draft formats, Magic: The Gathering’s 8 player draft, Medieval Academy, Seasons, and 7 Wonders.

Sequential Open Drafting (Not used in Sushi Go!)

How to Play

Sushi Go In Progress

Goal

The goal of the game is to score the most points over 3 rounds of drafting.

The Round

Sushi Go! uses Simultaneous Hidden Drafting, described above, for each round.

For a 2 player game, 10 cards are dealt to each player.
For a 3 player game, 9 cards are dealt to each player.
For a 4 player game, 8 cards are dealt to each player.
For a 5 player game, 7 cards are dealt to each player.

Since this is Simultaneous Hidden Drafting, each player simultaneously picks a card from their hand, and then all players reveal their chosen card at the same time. Afterwards, the remaining cards from each players’ hand are passed to the player on their left. The round completes after the last card of hand is picked.

After the 3rd round, the player with the most points wins.

The Cards

Nigiri (Egg, Salmon, and Squid)

Sushi Go Nigiri

Nigri is worth a set number of points at the end of the round. Egg Nigiri is worth 1. Salmon Nigiri is worth 2. Squid Nigiri is worth 3.

Wasabi

Sushi Go Wasabi

Wasabi triples the value of the next Nigiri card you draft. So, say you draft a Wasabi card on turn 1. Then, on turn 3 you draft your first Nigiri card, a Squid Nigiri. That Squid Nigiri goes on top of your Wasabi and those cards together are worth 9 points total. You may not use multiple Wasabi cards on a single Nigiri card, and you may not use a single Wasabi card with multiple Nigiri cards.

Tempura and Sashimi

Sushi Go Sets

Both Tempura and Sashimi require a set of cards to be worth any points. A set of 2 Tempura is worth 5 points. A set of 3 Sashimi is worth 10 points. If you do not have a full set, you score no points from those cards. If you have 2 complete sets, you score full points for both. So, say you have 5 Tempura and 2 Sashimi. You have 2 complete sets of Tempura so you score 10 points from Tempura. You do not have a complete set of Sashimi so you score 0 points from Sashimi.

Dumplings

Sushi Go Dumpling

The more Dumplings you have, the more points you score per Dumpling. If you have 1 Dumpling, your Dumplings are worth 1 point (1 point per Dumpling). If you have 5 or more Dumplings, you Dumplings are worth 15 points (3 points per Dumpling).

Maki Rolls

Sushi Go Maki

Maki Roll cards have 1, 2, or 3 Maki Rolls on them. They are depicted at the top of the card. At the end of the round, the player with the most Maki Rolls scores 6 points. The player with the second most scores 3 points.

If players tie for the most Maki Rolls, the points are split between those tied players. In that situation, no second place points are awarded. If players tie for the 2nd most Maki Rolls, the points are split between those tied players. In both cases, ignore any leftover points after evenly splitting the points.

Puddings

Sushi Go Pudding

Puddings are the only cards that carry over after each round (the rest are discarded). At the end of the 3rd round, the player with the most puddings scores 6 points. The player with the least puddings loses 6 points. Points are evenly split for ties.

Chopsticks

Sushi Go Chopsticks

Chopsticks let you take 2 cards instead of 1 when drafting. If you have a drafted Chopsticks card in front of you, after everyone (including you) has picked their card, you say “Sushi Go!,” and you replace your chopsticks card with another card from that hand.

Conclusion

I’ve said it many times, and I’ll say it again: I love drafting. Sushi Go! is an excellent game for introducing people to drafting. The art is adorable which can attract people, it’s quick, and the drafting strategy isn’t too complex.

In general, the idea of drafting can be bit tricky to get your head around initially. This is because most of the interesting aspects of it are emergent and not directly explained in the rules. When drafting, you want to look at not only what will be the best card for you right now, but based on the other cards in the current and previous hands, what are you likely to get back later in the game. (Since, in a 4 or less player game, you will see each starting hand at least twice).

In addition, once people start taking cards, you can deduce whether you can finish Tempura or Sashimi sets, or if you need to prevent another player from getting all the Dumplings, etc. So, in other words, a large portion of a drafting game’s potential relies on reading your opponents and paying attention to what is happening around you. Although, with this game you can still have fun just working toward your own goals and enjoying the art/theme.

The game I largely want to compare this to is Medieval Academy. (Click here for my review of Medieval Academy.) I think Sushi Go! is a bit simpler, it gives a better feel for drafting with the larger starting hand sizes, and the theme can be a bit more accessible. However, I prefer Medieval Academy. I prefer playing it, and it is the game I use when introducing new players to drafting. Medieval Academy adds on a spatial racing type game-mechanism, and I feel like it can be a bit more engaging. Sushi Go! is strictly drafting. A strictly drafting game is good for teaching the mechanism, but I just don’t feel like there is enough to keep me interested. On the positive side, Sushi Go! is quicker and requires less setup than Medieval Academy.

Overall, if you are looking for a game to teach new players drafting, I would personally recommend Medieval Academy over Sushi Go!. If, however, you want a smaller, quick to play, strictly drafting game, Sushi Go! does work for that purpose. Sushi Go! is a nice game to start or wrap up a gaming session. It’s easy to break out and play since you can carry it in your pocket and you just need a little table space. But, it isn’t a game I would specifically get people together to play.

Carcassonne Review

Carcassonne Box

Foreword

Carcassonne is a popular game that spawned the term “meeple” used to describe wooden, humanoid game-pieces. It is also a prime example of a tile-laying game.

CarcasonneInProgress

How To Play

Setup

Each player takes their 8 meeples. One is placed on the scoring track and the rest will be used throughout the game.

Place the starting tile in the middle of the table. The starting tile has a distinct back, and on its front, it has a castle, road, and field segment.

Carcassonne Start Tile

Mix up the rest of the tiles face down and put them into easily reachable stacks.

A Turn

On your turn you draw a tile, place the tile, and optionally place one of your meeples on that tile.

When placing a tile, you must put it orthogonally (not diagonally) adjacent to 1 or more placed tiles. Every side touching another tile must match like segments to like segments: road segments to road segments, castle segments to castle segments, and field segment to field segments.

Carcassonne Correct Tile Placement

Once you have placed the tile, you may place one of your meeples onto that specific tile. You can either place it on a city, cloister, field, or road, but you can not place it directly onto a segment that already has a meeple. For example, since the red player already has a meeple on the road, the blue player cannot extend that road and put one of their meeples on it.

Carcassonne Invalid Road

However, you can place meeples in such a way that they will eventually be on the same segment. In the case above, if the blue player places the tile one to the right as its own road, they could place a meeple on it. Then, if the blue player later draws a tile that would connect the two roads, it is legal to connect them creating a situation where both players have a meeple on the same road.

Carcassonne Steal Road

If multiple players have an equal number of meeples in a segment, all of those players score full points. If one player has more than anyone else in that segment, only that player scores points.

Trying to sideways take over other people’s segments is the most interesting part of this game.

Scoring

After a tile has been placed and the player has a chance to put a meeple on it, if the placement completes a segment, that segment scores. The player(s) with the most meeples on that segment score points based on the system below, and all players on that segment get those meeples back to reuse. Cities, cloisters, and roads can be completed throughout the course of the game. Farms only score points at the end of the game. (So, once you place a meeple on a farm, you will never get that meeple back.)

Cities: A completed city is worth 2 points per tile in the city. Each pennant in that city is worth a bonus 2 points. If a city is only two tiles, that city is only worth 1 point per tile. At the end of the game, if you have the most meeples in an uncompleted city, you score 1 point per tile and 1 point per pennant for that city.

Carcassone Cities

The first 4-tile city with 1 pennant is worth 4 x 2 + 2 x 1 = 10 points.
The second 2-tile city is worth 2 points.
The third 3-tile uncompleted city with 1 pennant is worth 3 x 1 + 1 x 1 = 4 points.

Cloisters: A cloister is worth 1 point for every tile around the cloister including itself. So, a completed cloister is worth 9 points. Uncompleted cloisters at the end of the game still reward 1 point for every tile around the cloister.

Carcassonne Cloister

Roads: A road is worth 1 point per tile in the road. At the end of the game, uncompleted roads are still worth 1 point per tile in the road.

Carcassonne Road

Farms: Farms score 4 points at the end of the game for each completed castle they touch. The size of the castle is irrelevant. Since the field segments that connect castles can sprawl all over the place, farms can score a lot of points at the end of the game.

Carcassonne Farms

Game End

The game ends when the last tile is placed. All remaining points are scored. The winner is the player with the most points.

Conclusion

The fun in Carcassonne comes from the tile drawing. Whether you are trying to complete your segments or take over another player’s, it all rides on drawing certain tiles. And, since you generally won’t draw the tile(s) you need immediately, the anticipation continues to grow throughout as you hope to draw the tiles you need and hope your opponent(s) don’t draw the ones they need. In addition, most of the time the tiles you draw will have some value, even if it isn’t the one you are desperately waiting for. You need a double sided castle, but you draw an always appreciated cloister instead. On your next turn, instead of that double sided castle, you draw a tile to help solidify your control over the mega farm. Once the game gets going, each tile draw is exciting and suspenseful.

With that in mind, Carcassonne is not one of my personal favorite games. People I play it with really enjoy it, and it is a very popular game, but it doesn’t do much for me. While it feels great when you get that tile you’ve been wanting for for the last 10 turns, it is incredibly frustrating if you never draw it. Getting your segments snatched from beneath you is also frustrating if you can’t prevent them from doing it. This aspect of the game is also the most enjoyable part when you are on the snatching side, so it is attempted a decent amount in games. (I am usually the one attempting it.)

The game also does not offer a lot of strategy, and I like a lot of strategy options in my games, usually. As a power gamer, I feel like most of the time there is a “correct” place to put a tile, and the game-contrarian in me really rebels from that idea.

Unlike Camel Up, that also relies a lot on luck, this game’s luck can be lopsided and this can be unpleasant. If someone gets all of the cloisters, or they constantly get the tiles they need, the luck element can really pile up.

With all of that said, I am still willing to play it occasionally. The rules are fairly simple and aren’t too bad to teach. Most people seem to enjoy it, especially the first time they play it. In addition, this is an excellent gateway into other current board games. For the people that enjoy this game, there are also plenty of expansions and re-themed versions, some significantly better than others from what I’ve heard.

I definitely think this game is worth playing. If you really enjoy it, grab a copy. If not, it’s a good game to know something about.

The Duke Review

The Duke Box

Foreword

The Duke is a 2-player chess-like game. It requires about 5 or so playthroughs  before you really start to understand what is going on.

The Duke In Progress

How to Play

Goal

The goal of the game is to capture your opponent’s Duke tile.

Set Up

Each player receives 19 tiles and 1 bag. Every tile is a unit that can be used to capture your opponent’s Duke, which is also a tile/unit.

Both players start the game with their Duke tile and 2 of their Footman tiles. The rest of their pieces go into their respective bags. One player places their Duke tile onto the 6 x 6 gameboard on either of the 2 center squares at their edge of the board. Then, that player places their 2 Footman tiles orthogonally (not diagonally) adjacent to their Duke. Afterwards, the other player does the same on the opposite side of the board.

TheDukeSetUp

A Turn

On a player’s turn, they may do 1 of 2 things: activate a tile or draw/place a new tile.

  • Activate a tile

Each tile depicts the potential activations it can make on its face. The three types of activations, in the base game, are movement, strike, and command. Movement is then broken into move, jump, slide, and jump slide. If a tile ends its movement on top of an opponent’s tile, the opponent’s tile is captured (like chess).

After a tile activates, flip that tile. It now has a different set of activations. All tiles start on its starting side depicted by the shaded in pawn. The flipped side depicts an empty pawn in a black box.

TheDukePikeman

For move, the shaded circle, the piece goes from its current position to the position of the shaded circle. If any piece would be in the path to the shaded circle, this option may not be used.

TheDukeFootman

Jump, the empty circle, is like move except you place your piece directly on the empty circle and bypass any tiles in the path.

TheDukeSeer

For slide, the shaded triangle, you can move the tile any number of squares in that direction. You cannot move through pieces and if you end on an opponent’s tile, stop and capture it as usual.

TheDukeDuke

Jump slide, the empty triangle, is the same as slide, except you jump to the selected starting spot and then may start sliding.

TheDukeAssassin

Strike, the 6-pointed star, means you capture the tile in the square with the strike symbol. The tile that used strike does not move, but it still flips.

TheDukeBowman

Command, depicted by a square with shaded triangles in the top left and bottom right corners, lets you move one of your other tiles. You may move a tile from one command square to another command square. Flip the tile that used command after the activation. Do not flip the tile that was moved by command.

TheDukeGeneral

  •  Draw/place a new tile

If you do not want to activate a tile you have on the board, you may draw a new hidden tile from your bag. Once drawn, place it starting side up orthogonally adjacent to your Duke.

Game End

If, at the end of your turn you are in a position to take your opponent’s Duke next turn, you must say “guard.” You may not put yourself into guard (leaving your own Duke vulnerable to be taken on your opponent’s next turn).

You immediately win the game by capturing your opponent’s Duke. If you can neither make a move nor draw/place a tile, you lose.

Conclusion

As I mentioned in the forward, the first few games of The Duke weren’t great. While I understood the rules, the strategy was not clicking at all. Most of the games were quick and seemed kind of stupid and unbalanced. But, the more I played, the more I started to see and understand certain aspects of the game. Now, I actually enjoy it quite a bit.

I would say I’m decent at chess, but I never memorized the openings. So, I know generally of concepts such as space control, material value/advantage, revealed check, etc. These same concepts do apply in The Duke as well. If you enjoy chess for the actual playing of chess and not the memorization (statement inspired by Bobby Fischer), there is a good chance you will enjoy this game.

One of the major differences between this and chess is the randomness. When you draw a tile, there is a wide range of tiles you might get. Due to this, there is a lot less ability to predict future turns. In addition, you need to be able to adapt your strategy based on what you get and what your opponent gets. There are also definitely times where I have drawn tiles that have not helped me at all; that is a thing in this game. Overall though, I have enjoyed the randomness (after I figured out different aspects of the game that is).

The most important tip I can give you is this: do not put your Duke in a position where it is trapped by your own pieces. For instance, don’t move it on the bottom row directly behind one of your tiles in the same column. In this situation, your Duke is pinned until your other tile moves or is captured. It isn’t very difficult to force the capture of a pinned Duke.

I would recommend trying The Duke, if you like chess or other similar 2 player games. My main caveat is that you power through at least 5 games to give this a chance to get its hooks in. I definitely do not see this taking the place of chess because chess is so entrenched. The randomness will potentially hold it back as well. Nonetheless, this is a game I would be happy to play with other people who have played it. I’ll teach it to someone, but only if they already show some interest in this type of game.

Dixit Review

Dixit Box

Foreword

Dixit is a simple, attractive, party game for 3 to 6 players.

How to Play

Each player starts with 6 cards with pictures on them. The current player selects 1 card from their hand. They place it face down and say either a word or phrase, or they make a sound to describe it. Every other player then picks a card from their hand, that they think fits that description, and places it face-down. Once this has happened, the current player shuffles the cards, lays them out on the table face-up, and each other player guesses which card the current player played. The guessing is done by playing a tile face-down with the number of the picture you think it is. All of the tiles are revealed at once.

Scoring is based on the premise that you want your definition to be obscure, but not too obscure.

  • If every other player guesses the current player’s card, everyone but the current player gets 2 points.
  • If no player guess the current player’s card, everyone but the current player gets 2 points.
  • If at least one player guesses the current player’s card and at least one player guesses incorrectly, the current player gets 3 points and each player who guessed correctly gets 3 points too.
  • Finally, if you are not the current player, you get 1 additional point for every person who guessed your card that round.

After this is resolved, everyone draws a card and the next player becomes the current player.

Dixit In Progress

Example

Anne places a card face down and says “alone.” Each other player places a card face down as well. After shuffling the cards and placing them face up, Bob, Carol, David, Edna, and Frank make their guesses.

Anne had played the number 3 card.
Bob played the number 1 card and guessed 3.
Carol played the number 2 card and guessed 4.
David played the number 4 card and guessed 5.
Edna played the number 5 card and guessed 3.
Frank played the number 6 card and guessed 4.

Anne gets 3 points because Bob and Edna guessed correctly and Carol, David, and Frank guessed incorrectly.

Bob gets 3 points because he guessed correctly, but no one guessed his card.

Edna gets 4 points because she guessed correctly (3), and David guessed her card (1).

David gets 2 points because Carol and Frank both guessed his card (1 each).

Carol and Frank get 0 points because neither player guessed correctly, and no one voted for their cards.

Conclusion

I enjoy this game, but about 1/4 of the people I have played it with do not, and they really do not. I, personally, love thinking up interesting and obscure ways to describe the cards. Trying to connect the interesting cards to something only 1 or 2 people would get is fun for me. I don’t think I have ever won though because I go too obscure, but still, I like it.

The people that I play with that do not like Dixit dislike coming up with those words/phrases/etc. Generally, they do not mind thinking which card they want to use to match someone else’s word/phrase, but they are, to an extent, self-conscious about coming up with a “good” one on their turn.

One problem I do have with the base game is that it can get repetitive. The cards are pretty cool looking, there are a good number of them, and you can describe them in a myriad of ways, but seeing the same ones over and over again can get stale. Luckily, there are expansions which add a lot of new cards. I do not have any of these expansions though, so I can’t actually recommend them, yet.

Overall, this is another one of my games I like to break out with “non-gamers,” but I haven’t had as much success with it as I would like. I do recommend it, but it very much isn’t for everyone.

Tzaar Review

Tzarr Box

Foreword

This is a rules-light two-player abstract strategy game. I like rules-light 2 player abstract strategy games.

How to Play

Goal

The goal of the game is to eliminate all of a single type of your opponent’s pieces. (There are 3 types.) You do this by capturing their pieces and building stacks with your own. Stacks can only capture stacks of equal or lesser height.

You can also win by making it impossible for your opponent to capture a piece on their turn.

Set Up

You can either randomly set up the discs, use a predefined setup, or alternate placing discs on the board.

TzarrInProgress

Turn

  1. Capture
  2. Capture, Stack, or Pass (Skip this step for the first player’s first turn.)

Capture

Pick a stack of 1 or more disc(s) of your color. Move that stack along a straight line onto an opponent’s stack of equal or lesser height. Remove your opponent’s stack from the board.

Stack

Pick a stack of 1 or more disc(s) of your color. Move that stack along a straight line onto another one of your stacks; this combines the two stacks into one. For determining if you have a disc of a type, only the top disc of a stack counts.

Pass

Do nothing.

Conclusion

This game is simple, elegant, and excellent.

When I previewed this game, I characterized it as a hunting game, and I think that nails it. The ringed piece (Tzaar) is quickly hunted down to just 1 remaining for each side, since each player only starts with 6. To protect their last Tzaar piece, each player will put it on top of a stack. The first player to do that will always have the higher stack, if they stack it every turn. Due to this, that player can chase down their opponent’s stack(s) with impunity.

While this happens, the second player will generally need to shift into hunting their opponent’s second or third rarest pieces (the Tzarra and Tott respectively). So now, the first player is still trying to capture the last Tzaar piece, but they also need to protect their other pieces. The second player, on the other hand, needs to focus on evading the first player’s mega stack while chipping away at the more plentiful discs. This is frequently accomplished by having a few smaller stacks of 2 to 4 discs, as opposed to a big 4+ stack.

Throughout this process, each player can also set traps to ensnare their opponent. For example, player 1 leaves a 3 stack vulnerable. If player 2 captures that 3 stack they might be allowing their opponent to capture one of their stacks. Or, the capturing stack might be put into a position where it can no longer move, neutralizing it. Overall board awareness is critical to winning this game.

Another major decision point in this game is determining when to make a second capture and when to stack. In almost all games, you win the game by capturing your opponent’s pieces. So, capturing moves you directly toward victory. Stacking, on the other hand, is necessary to prevent you from losing; but, it does also give you an offensive edge for capturing. In general, big stacks are better for defense. Multiple small stacks are better for offense.

Everything I have discussed in my conclusion is emergent from the incredibly simple rules. The strategy is surprisingly deep and the better player will usually win. But, there is a lot to pay attention to, and if you neglect something, you can quickly lose. It is easy to focus on attacking and let yourself be eliminated. I really enjoy the back and forth of this game. If you enjoy abstract strategy games like Chess, The Duke, or Push Fight, I highly recommend this game.