Category Archives: Board Games

Giveaway #2—We Have a Winner!

I’m a winner! I won a copy of Sunrise City from the awesome bloggers at Theology of Games. They are celebrating their 1-year blogiversary and they post a ton of great stuff. Go check them out: http://www.theologyofgames.com. Or you can learn more about Sunrise City.

firestoneiv's avatarTheology of Games

sunrisecitycoverThanks to the fine folks at Clever Mojo Games, we have a copy of Sunrise City to give away to celebrate our 1-year blogiversary. Did you win…?

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4th of July Family Gaming

With the Fourth of July on a Thursday this year it is likely a few of you are taking some extra days off for a little family vacation. That means you’ll likely have a good opportunity to teach/play games with people who probably don’t typically play games. So today I present a short list of games that are accessible and enjoyable to gamers and non-gamers alike.

Here are the criteria that a game needs to meet to make it into today’s article:

  • Easy to learn (Can teach in under 5 minutes)
  • Easy to play (Decisions are relatively simple)
  • Under an hour (Sorry Uwe, your games are awesome, but not accessible for family get-togethers)

With those simple criteria in mind here are my top five board games that you can play with your family this holiday weekend:

#5) HANABI

Disclaimer: I have not played Hanabi. But Hanabi is a fireworks game in a small box that seems like it would fit the criteria above. Here is a video by Tom Vasel showing how it’s played:

This game looks like a really fun game to try out with your family. And since fireworks are so appropriate for the Fourth of July weekend I just had to add it to the list.

#4) CARCASSONNE

Here’s how I teach Carcassonne: Take a tile and lay it down.

This game is so simple from a mechanics perspective and yet their is so much depth in your decision of where and how to place the tile and then whether or not to put a meeple on it. That’s what I love about games like this: simple mechanics with deep strategy.

With just the base game this one definitely can appeal to non-gamers. Add in the Inns and Cathedrals expansion and it adds some depth. My favorite expansion is Traders and Builders where you’ve got wheat, beer barrels, and Fruit by the Foot to gather up for more points.

This game is just such an easy game to teach and play that I love to bring it along to family gatherings.

#3) STONE AGE

This one probably goes beyond the 5 minute teaching rule, but it’s simple enough that I like to bring it along. People really seem to like the cave-man theme. I like this game because there is some fun, deep strategy. Here’s a look at the components in the game:

If you really want to spruce it up try visiting the Mating Hut!

This game can give non-gamers a little bit of component overload. But teaching them how simple it is to play will get them going in no time. As a bonus, have them smell the cup. If you own the game, you’ll understand!

#2) KINGDOM BUILDER

Our founding fathers were building a kingdom (of sorts) when they signed the Declaration of Indepence, so what better weekend to try this game with your family?

Kingdom Builder is another game that is really easy to teach and play. On your turn you basically place three settlements on the board. Based on where you place them you may or may not have earned points (which get scored at the end).  If you place a settlement by a special location then you have earned an ability which can help you the rest of the game. This game has a rulebook that is easy to follow and is quick to learn. I also like the cool boards in the game and the replayability (I know some people won’t agree with me on that… oh well). I’ve probably played it 30 times and it hasn’t gotten old to me, though owning the Nomads expansion helps.

#1) TICKET TO RIDE

No Settlers of Catan here. That game doesn’t meet the simple to learn criteria. Ticket to Ride does meet the criteria. It is so simple to setup, teach, and play. On your turn you can do one of three things:

  • Draw train car cards
  • Claim a route by placing trains
  • Draw destination tickets

That means the game moves along pretty quickly. And this game is a lot of fun. Players work toward connecting their routes. The inevitable blocked route will occur and someone may get a little grumpy. But the bottom line is that this game is so easy to introduce to non-gamer family members that you might just convert them into a gamer!

Here’s a video from CoolStuffInc.com describing the game:

So there’s my round-up of the best games to play with your non-gamer friends and family this holiday weekend!

But… what about YARD GAMES? I don’t want to be stuck indoors during the beautiful summer weather! Okay. Here’s a quick list of four fun yard games to play with your friends and family this holiday weekend:

#4 BOCCE

Grab that palino and huck it! The palino is the name of the small white ball. One player tosses the palino and then players take turns bowling, tossing, chucking, heaving their bocce balls toward the palino. The players closest to the palino score points. This game also provides a fun way to give people a tour of your yard. If your yard is weedy and gross, maybe skip Bocce.

#3 LADDERS

Growing in popularity, this fun tossing game involves players throwing strings with balls on the ends at makeshift ladders, usually made from PVC. Players score points based on which rung of the ladder the string and balls land on. You can build yourself a set of this pretty easily. But if you choose to drill through golf balls, don’t smell the burnt plastic inside. I almost passed out by doing that!

#2 CORNHOLE / BEAN BAG TOSS

Another tossing game. This time you are throwing a bean bag into a hole. Players take turns lofting a bean bag through the air trying to get it to fall through the hole in the board. Here is a particularly striking and appropriate version of Cornhole:

#1 KUBB

If you squint it looks like a monster with a serious underbite!

We have the Vikings to thank for this game. Apparently they were into tossing things as well. Weird how all these outdoor games involve throwing things. Perhaps I should have added Croquet to the list to mix it up a bit.

Kubb is a game where you throw batons at chunks of wood. Your objective is to knock down all of your opponent’s kubbs and then knock over the king. This game is a lot of fun because of the ability to stack the kubbs when they’re knocked over. It takes a while to play, but time with family is always worth it, right? Just ask your crazy uncle!

Here’s a nice boring video about the game:

Looks pretty awesome, huh?

HONORABLE MENTION: Hammerschlagen

Thanks for reading! I hope that you get in some nice quality gaming with your non-gamer family and friends this holiday!

Bonus Trading Post Post

Trading Post Logos

My Trading Post Logos

Over the past four weeks I’ve been writing about a new game redesign of mine by the name of Trading Post. Since there has been a decent level of interest in the game concept I thought I’d write one more article about the game. So far I’ve covered the following:

  1. 5-16-13: Origins of Trading Post
  2. 5-23-13: Early Prototying
  3. 5-30-13: Hiatus and Re-design
  4. 6-6-13: Path to GenCon
  5. BONUS Today 6-13-13: More on Trading Post

Today I’m giving you some bonus material on where the game is at, how to make it better, and some other tasty morsels. But let’s start with how good I am at focusing on things other than actually designing this game!

I’m Good at Wasting Time (and Effort!)

One of my downfalls in life is my desire for perfection. Perhaps perfection is the wrong word. That paints me as someone with OCD, not that there’s anything wrong with that. Perhaps a better word would be aesthetics. I desire for things to look good.

At the end of May an article was posted on Example of Play called, “The Benefits of Crappy prototypes.” I will provide a rebuttal for that article next week, but I wanted to mention it today because I am not a believer in crappy prototypes. And this may be my downfall.

I love a good looking prototype. I love good game art. If you’ve read my board game reviews you’ll see that artwork is consistently mentioned as either a like or a dislike. I approach game design as though I’m reading a story. I like to be enveloped in a different world and escape this one for an hour or so. Artwork is a key way to get that experience across to the players.

What this means is that I spend way, WAY too much time in Inkscape making prototype artwork. The upside is this:

The downside is that I have four logos (as seen above) for a game that no one has yet even played! I just can’t help myself.

So I had a think about what this all really means. I was a little disappointed in myself for the artwork side of things when the game design part of it seemed lagging. But then I remembered the whole purpose:

Games, and game design, are supposed to be fun! Why else design games or play them?

So I’ve realized that though the artwork doesn’t specifically help a game design move forward, I’m having a lot of fun working on the artwork. Thus, I shall continue.

Solo “Playtest” #1

Last week I showed the picture of the game setup. I’m repeating the image here for easy reference:

Current Trading Post prototype. I think it at least looks cool!

Current Trading Post prototype. I think it at least looks cool!

Since this is an insight into the inner workings of my mind I am sharing the thoughts I wrote down while attempting to play the game for the first time.

First, some rules. On your turn you can take up to 3 actions. These can all be the same, or they can all be different. That’s up to you. The actions you can take are determined by the number of action points you have for each action. For example, if you had three points in the EXPLORE action track, then you could use all three actions on your turn to EXPLORE. After you have taken your 1, 2, or 3 actions, you must then move other action’s track cubes up in value. This is what I am calling a “Zero-Sum Action Point Allowance System.” (I would go with the acronym ZSAPAS, but I’m not going to use the term again in today’s article). Basically, for every action you take there is an equal an opposite reaction.

Here is a little game design nugget that you might enjoy:

During testing, if it seems like the first turn for all players is dictated, SKIP that first turn and make the result the new starting condition in the game.

What that means is that if all players have no choice (or only one beneficial choice) for what their first turn should be, fix it! Ever wonder why players start with 4 train cards in Ticket to Ride???

During the first solo playtest I made it 6 turns before I realized I wasn’t happy with the design. Here is the list of my chosen actions on this six turns:

  1. Explore/Harvest/Explore – Increased Fulfill/Trade/Trade
  2. Harvest – Increased Explore/Explore/Trade (I suppose you can always move up three action cubes – so much for “equal and opposite”)
  3. Explore/Explore/Trade – Increased Harvest/Harvest/Harvest
  4. Harvest/Harvest/Build (Stable) – Increased Explore/Explore/Explore
  5. Explore/Explore – Increased Harvest/Harvest/Harvest
  6. Harvest/Explore Quit.

After 6 turns I had been unable to fulfill any orders and I was only able to purchase one building. In Scoville players only have a total of about 7-10 turns. So after these 6 turns I realized that I have basically done nothing. At least nothing very fun. I need to adjust it so players feel a sense of accomplishment on each turn, or at least feel like they are setting themselves up for accomplishment soon.

Here are the notes I took at this point:

  • Should the “Orders” be stacked? (What I meant here is that should the low level orders come out first, then the better ones, then the best, a la Power Grid Power Plants?)
  • Should the highest valued Order card be replaced each turn that an order is not fulfilled?
  • Should players always get to move their pawn 1 spot per turn without taking an action to do so? (Using the Explore action seemed critical and it was thus used very often. Then it had to be refreshed, so there were turns where I couldn’t move anywhere.)
  • It takes too long to build even the basic buildings, which means it takes too long to get the man-made resources. How can this be sped up?
  • Should players be able to complete a trade even if their pawn is not on a spot with another player or in the Trading Post (a la Settlers of Catan)?
  • How do I make TRADING the focus?

That last point is a big one. Let’s talk about that…

Put the “Trading” in Trading Post!

Thus far in the design the trading aspect of the game has, for some lame reason or another, been the lesser focus of the design. I have always been more interested in the land exploration and development side of things. Why?

I don’t know. So I am going to switch over the focus of the game to actually put TRADING at the forefront. Sometimes I wonder how I get this far without realizing something so critical to the design. Which leads me to another game design nugget:

Designers should step back from their design every once in a while and pick apart every aspect. Ask yourself specific questions about each design decision and try to think if there is a better way!

One big example is when a level 1 friend pointed out that the black and white peppers in Scoville should cross-breed to silver/platinum/other grey color rather than gold. Color-wise it made sense. But since my original design was that they made gold I had simply stayed with it because I had never gone back and questioned why I did it that way. And I never asked myself if there was something better.

So the new thrust of the design for Trading Post is to bring trading to the forefront. Now I think that on every turn you will complete a trade at the start of your turn. This could then aid you when you choose your three actions for your turn. I’m imagining a “Trade Route” of trading cards on the table, which would still represent things the Trading Post needs. They could be set up like the races in Small World or the foraging trail in Morels or the buildings track in The Manhattan Project. In each of those games players can choose the first option(s) for free or pay to take one further done the path. This mechanic would work very well for the “Trade Route.” Or I could use a rondel for increased Euro-y awesomeness!

Another way that trading would become more integral, and increase player interaction at the same time, is to allow trading with other players no matter where you are located. Sometimes it’s easy to let thematic correctness run the show. But this is game design and we can fudge things now and then. Settlers of Catan is a very popular game that allows player to trade resources with other players no matter what. Now, explain thematically how that makes sense. What if your settlements and their settlements aren’t anywhere near each other on Catan? Well, if it’s good enough for Catan, then it’s good enough for this game!

The bottom line is that trading needs to be what makes this game special. If you want a game where exploration is the focus, then find some 18XX game.

How to Reboot…

A game is in there somewhere... I just have to find it!

A game is in there somewhere… I just have to find it!

So I am going to jump back a little and try to re-figure out how to play this game. Admittedly it wasn’t ever really set to begin with. But to make trading the focus will take some effort. I really think this can be a fun theme/game and so I will continue to work on it.

So it’s time to take some of the blank cards I ordered and put them to use. I’m excited to work on the Trade Route/Rondel idea and see how it changes the focus on the game.

Another thing I’ll probably change is that players should draw all their land from their set of ten land tiles as part of their setup. What this would do is drastically lower the exploration aspect of the game. Players would also be able to plan their moves more deeply and more intentionally. I like the sound of that.

Once I nail down how I want the trade route to work then I can put the pieces back together for how the rest of your turn would work. This should be pretty interesting and I’m going to take an open-source approach to this design. That means I’ll be posting about it for all of you to read. I hope to provide you with a designer’s perspective on making appropriate choices within the design process, and how to keep things simple. Trading Post posts likely won’t be weekly from here on out, but they will definitely pop up now and then as I work through stuff.

Thanks for reading and joining me on this ride!

Trading Post Part 3: Hiatus and Redesign

Redesigned Logo... Let's just redesign everything!

Redesigned Logo… Let’s just redesign everything!

I have a new game design I’m working on and today I am posting the third of 4 articles about it. This is the third article about the game from it’s creation to the present state. Here are the four articles in this series:

  1. 5-16-13: Origins of Trading Post
  2. 5-23-13: Early Prototying
  3. Today 5-30-13: Hiatus and Re-design
  4. 6-6-13: Path to GenCon

Today we’re looking at the current state of the game, and how I got there. In my opinion today’s article covers the most important details of game design. Let’s call it “distilling” and “skimming.” But first let’s look at why I took a break from the game.

The Hiatus, or “This game stinks… let’s take a break!”

hiatusIf you’ve read the past two articles on Trading Post then you’ve learned what I want the game to be like (week 1 – Origins), and you’ve learned how I don’t want to be (Week 2 – Early Prototyping). At its heart I want Trading Post to be a competitive game about exploration and development of a western Trading Post. I want the game to flow smoothly, create tense decisions, feel thematic, and be easy to teach/learn.

My previous version was none of those. I had spent a lot of time on this game. I thought I had something very thematic. But I realized that I had a big pile of garbage that didn’t work together. It had several things in it that felt like busywork rather than a game. And ultimately it was not any fun. That’s a huge problem. Remember that we are game designers and games are supposed to be fun!

So I decided to put Trading Post on the shelf. That must have been early in 2012. At the time it was a pretty easy decision because I really didn’t know how to move forward with the game. I could easily have abandoned the project overall.

During the hiatus I worked on a few other games. The most notable (at this point) was my card game Dam It! But I was working on another game with a level 1 friend. It used several of the same elements of Trading Post but in a more thematic and historical context. Ultimately I realized that Trading Post was a game I wanted to bring back. To resurrect.

So after having Scoville turn in to the PnP behemoth that it has I figured now would be a good time to try and bring back Trading Post from the dust in my basement.

A Fresh Start – Land Exploration

There were certain elements that I thought would be good to carry over from the first version of the game. And there were others that I knew I should ditch. I figured a good way to redesign the game would be to start with the elements I wanted and add from there. I could then completely ignore the bad things from version one.

My starting point was the land exploration portion of the game. I knew that this could be dramatically simplified. To get things more simple I decided that the game would have only four natural resources – Water, Lumber, Stone, and Gold. The previous version had more – Lumber, Grain, Animals, Fruit, Cotton, Steel/Iron, and Water. That was too many. And four would allow me to do what I want with the game.

So I set up a way to make things be as equal as possible, without forcing identical conditions on players. I devised a set of ten tiles that each player would have. Throughout the game, as they explore their territory, they would draw seven of the ten tiles. It was designed at that number so that no player would be without any of the resources. Here are the ten tiles from which each player draws when they explore:

Each player has a set of these ten tiles, 7 of which will fill their territory.

Each player has a set of these ten tiles, 7 of which will fill their territory.

Players will add these to their portion of land that the Trading Post has given them to explore. Each player starts with a Meadow (1 Water) and a Hill (One Water OR One Lumber).

With this design players will always have access to all of the resources. Sometimes players may end up with all four mountain tiles and thus a bunch of stone. Likewise players may end up with only one mountain tile and thus very little stone.

Here’s a look at the starting region for each player:

Each player starts with a meadow and a hill. Therefore they have access to water and lumber.

Each player starts with a meadow and a hill. Therefore they have access to water and lumber.

With the understanding that some players may have only one gold tile or stone tile while others may have four stone tiles or four gold tiles I knew that I’d have to design the game so that you can win under any of those conditions. That leads me to my next design element that has carried over from version 1… the buildings.

Building Buildings!?!

In the original version of the game the buildings only entered into the mix late in the game. They acted the same way as the Orders – that is, they came out four per year and you could fulfill them from the pool of face up cards. I didn’t like that.

Bank costs 1 lumber and 2 stone. Can trade 1 stone for 2 gold.

Bank costs 1 lumber and 2 stone. Can trade 1 stone for 2 gold. Builder earns 5 points when Bank is built.

So I decided to make buildings a more integrated part of the game by allowing them to be entered for some benefit to a player. Also, I decided that buildings should be available from the start of the game. Thematically the idea of building buildings is that you are developing the Trading Post so that it offers more to any guests that may visit. So buildings are a part of the game play from the get go.

There are 14 different buildings in the game. Each building offers players some sort of trading opportunity. Players can purchase buildings and build them on their land. Once they build a building they will earn points for building it, but will also cover up the natural resources that they could produce on that territory tile.

BankTileWhen a player purchases a building they will take the associated hex for that building and place it onto a section of their territory that they have already prepared for a building. Note: preparing land is a separate action.

Whenever another player enters the bank tile, the owner is to be paid two coins as a sort of “trade fee.” These buildings will be critical to success in the game. You want to own them, but you also don’t want to give up the resources of the land that they are covering. It’s a sort of Catch-22. But that’s part of the fun of a game, right?

My objective with the design of the buildings was to utilize both stone and gold equally. This would aid the differing land resource conditions that I mentioned above. As an example, there is another building where you can trade one gold for two stone. Imagine owning both that building and the bank! You’d be able to create a huge supply of both stone and gold.

Now that I had redesigned the buildings in a much simpler manner that will be more integrated into the game play it was time to give players options for scoring points. And it made me ask the very important question that I seem to neglect until the late stages of game design: How do you win the game?

Let’s Get to the Point(s)!

I struggled a lot with how I wanted scoring to be handled in Trading Post. So far we’ve only discussed earning points via buildings. In the previous version of the game players could earn points from fulfilling orders. I wanted that element to remain in the game.

But I also wanted more opportunity for scoring. And I wanted that scoring to be hidden. This mechanic is the core of the famous game Ticket to Ride. In that game players play the game and attempt to complete routes from one city to another. They are the only person who knows the route. At the end of the game the routes are revealed and players score positive or negative points based on whether or not they connected the two cities.

You Can’t Order Me Around!

So I decided to distill my original set of Orders from the first version of the game. Maybe now is a good time for me to explain what I mean by distill. Here’s a definition of the word “distill:”

to extract the essential elements of; refine;

That is exactly what I’ve been doing with these game elements. I am extracting the parts of the elements that make sense and work as a game. You could also look at it like separating the wheat from the chaff. Version 1 had a lot of chaff and very little wheat. But the wheat that was there was very good wheat. I recommend to all game designers who have projects that they’ve shelved to try and distill them. This is a great way to get back to the core elements that you originally desired while removing the garbage that you  added needlessly.

Fulfilling this order requires 1 gold, 1 bricks, and 1 trowel

Fulfilling this order requires 1 gold, 1 bricks, and 1 trowel.

So I took the concept of orders and basically “Mathified” it. What I mean by that is I basically designed the orders to be different combinations of the resources used in the game.

Version 1 had a huge list like the spreadsheet that I showed last week. These were things like hats, pies, and musketballs. I decided that with the redesign I would ignore the naming of the items and just use the mathy combination of things.

So there are orders that cost 1 wood or 1 lumber or 1 stone or 1 gold. Then there are orders that cost any combination of two of those resources. Then there are orders that add in the secondary resources (hammer/nails/bricks/trowel). And it gets more complicated from there.

The design has a scale for how many points each order should be worth based on the costs. In the example shown the gold may be worth 2 and the bricks and trowel each worth 5 to get to a total of 12 points. So players are able to earn points during the game by fulfilling orders. (I know… that seems similar to Scoville. Oh well.)

You’ve Got a Hidden Agenda!

The other scoring I mentioned is hidden scoring. There are many games that have scoring conditions that are revealed at the end of the game. So I’m not doing anything groundbreaking here. But having hidden scoring conditions that only get revealed at the end of the game is a great way for players to never feel out of a game!

So I designed a set of scoring condition cards that have a two-fold purpose:

  1. Give players hope.
  2. Give players goals.

Hope is a big deal in board games. If a player doesn’t think they can win they may as well give up. I’ve seen players who know they can’t win start to help their favorite player win the game. I do not like that in a game. If a player has hope that they are doing a great job meeting their own scoring conditions then they have hope that they could pull it out in the end. Games like this include Stone Age, Archipelago, Ticket to Ride, and Suburbia to name a few.

Goals are also important. It helps guide a player’s strategy. It gives a player something to plan for. And it can help eliminate analysis paralysis. One of the newer games that has goals that definitely guide my strategy is 7 Wonders. In 7 Wonders each player has their own “Wonder” which is shown on a player mat in front of them. Each of these is different and provides some sort of bonus. The wonder that you receive can steer your strategy in the game.

I designed a deck of scoring condition cards to meet those requirements. These include having certain sets of buildings or certain combinations of fulfilled orders. So players can have hope throughout the game and never feel completely out of it. They may not be totally thematic, but I can give up a little theme for a better game. If players want to think of these scoring conditions more thematically then they can think of them as private commissions from the Trading Post.

Here are two examples of scoring conditions. The card on the left would award points to the player only if they managed to own two blue buildings and a green building. The card on the right would award different numbers of points based on how many orange orders they fulfilled.

Left: a "Buildings" scoring condition. Right: an "Orders" scoring condition.

Left: a “Buildings” scoring condition. Right: an “Orders” scoring condition.

But How Do You Play?

Ironically this is probably the one question to which I don’t know the answer. I am debating about having the game play several different ways. Options include:

  • Role Selection a la Puerto Rico, Race for the Galaxy, Carson City.
  • Turn based game play with players choosing one thing to do per turn.
  • Turn based with an action point allowance system.
  • Rounds where players each do action A, then action B, and so on.

I truly have not decided which is the best approach for this game. I may end up testing all four options and seeing which works best. Here are the things I am trying to design for in the game:

  • Minimal downtime
  • No runaway winner
  • Tense decisions
  • Ramping up of awesomeness
  • Accessibility – Easy to learn, easy to teach, easy to play

So I’m going to choose the game play option that best fits those game design goals. I am initially leaning toward the role selection option but making it less about a role and more about providing a specific set of actions that a player can do. I’m not sure that makes sense.

The current state of Trading Post minus half the components.

The current state of Trading Post minus half the components.

The bottom line is that I have several game play concepts within the game but I don’t have an overall picture of the game play. That’s what I’ll be discussing more in depth in next week’s article about my path to GenCon with Trading Post.

So next week I’ll cover the game play options for the game. I’ll also cover how to get this game ready to potentially pitch it to publishers at GenCon. Stay tuned! As usual, your comments are welcome. I’d love to hear what people think about this game design.

Terraforming Rocks! A Review of Alien Frontiers

Friday means it’s time for a board game review. And since the Alien Frontiers Kickstarter campaign just ended I suppose I’m a day late putting up this review. But after seeing that the campaign received 75 times the funding level they were after I doubt my review would have had any effect on the campaign. Let’s get on to the review.

Spoiler: It’s awesome!

Alien Frontiers, at the time of it’s release in 2010, used a very innovative dice placement mechanic for claiming different portions of the board. Your dice represent ships and based on the rolled values you can dock your ships at several of the orbital facilities.  Throughout the game your goal is to colonize the planet, and doing so can give you special bonuses in the game.  When you’re ready for an outer space adventure, and curiosity about the temporal warper has reached it’s peak, then get your friends together for an intergalactic kegger and enjoy Alien Frontiers!

Here’s a look at all the components in the base game (image via BGG user GremlinMaster):

Newer versions are even more awesome!

Since the game was released there have been three other printings (including the Kickstarter that just ended). There have also been expansions, which I am not reviewing today, since I have not played them. Time to launch the rocket and get into the details:

The Upside:

  • DICE PLACEMENT: I think this is one of the first games that really had an elegant dice placement mechanism, combining not just the concept of using a die based on its number, but also using combinations of the numbers you rolled. I think that it makes it really interesting because sometimes you want equal numbers and sometimes you want different numbers.
  • ARTWORK: The artwork for this game is really beautiful. It doesn’t go over the top. It’s family friendly and visually easy to understand. And everything fits the theme of the game.
  • SCI-FI NAMES: A really cool thing they’ve done with the game is name the different regions on the planet after science fiction authors, including Asimov, Heinlein, and Bradbury. That’s just a really cool feature that associates the game with sci-fi literature that fits the theme.

The Downside:

  • THE ENDING: I don’t often like games that just end. This one is like that. Once someone gets to the right number of points it just ends. There’s no final move to try to claim victory. It’s just done. There’s something nice about how a game of Ticket to Ride ends where everyone gets a final turn when the endgame is triggered.
  • ANALYSIS PARALYSIS: This game offers so many cool options to do on your turn that it can lead to some AP. I love options, but I hate AP and the slow play that it causes. I suppose this could be mitigated by playing with the right people. Not really too much of a downside here, though.
  • BALANCE ISSUES: It feels to me like some of the cards that players can earn are a little too powerful. These can allow for some huge moves in the game. And if the other players gets a few of these then you’ll likely lose. Or so it seems.

Designer Perspective – What I Would Change:

Based on the downside above I’d probably try to balance the cards a little bit better. This is a pretty weak answer for this section, so I’ll go out on a limb and make up something more awesome: Player boards where you can change your capabilities of adjusting your dice rolls! OR Factions where each player has a different ability. Oh wait… that’s been done! Aye… it seems they’ve got a very complete and awesome game here!

Beer Pairing:

This just seems so appropriate!

Werner von Brown Ale. This just seems so appropriate!

This game could be paired with many different beers. I could choose something complex because there are so many options on your turn. I could choose something elegant because the game is elegant and beautiful. I could choose something light because it is pretty easy to understand and play. But instead I’ll do like the game did with the naming of the planet’s regions and choose a beer based on someone associated with space: Straight to Ale’s Werner von Brown Ale. While I haven’t had it, it just seems like a good fit for this game.

OVERALL RATING:

I really enjoyed playing Alien Frontier’s. I love the awesomeness of the dice placement mechanics. The theme fits really well. I love the concept of having a fleet of ships and sending them off to do different things. Sometimes you have to send ships off together. Don’t forget about Terraforming! I wish my friend hadn’t traded it away. And I wish I had $95 I could have thrown at the recent Kickstarter campaign. I’m looking forward to playing this again. I’ll rate it 8 out of 10 on the BoardGameGeek.com rating scale!

Very good game. I like to play it. Probably I'll suggest it and will never turn down a game.

Very good game. I like to play it. Probably I’ll suggest it and will never turn down a game.