Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Friday, March 7, 2014

The strategy review - War of the Ring

War of the Ring (second edition) is the one game I seem to never get tired of, I've been playing it regularly over the past half a year and I cannot wait to put it again on my gaming table. It has slowly made me addicted and the more I play, the more possibilities I see, more strategic decisions and more fun. So, let's take a look at the strategy, mostly from the point of view of the "good player", the guy fighting against Sauron.


I will once again assume that you know at least the basics of the game and after this very short introduction I will skip straight to the heavy stuff. So, the armies are set up, the two players are facing each other and ... here it goes.

The first few turns

For the Shadow the strategy is simple... always keep a few dice in the hunt pool, otherwise the fellowship might move too easily. Then move your nation to war as soon as possible. Why? Well, as Shadow you want to have as many action dice as possible, so you need to bring your leaders and therefore your dice in play. So, there's a double advantage in advancing your nations to war. Ideally, by round 4 you should already have two leaders in play and two extra action dice.

How about the good guys? This is when it get a bit more complicated. It's important to make a decision in the beginning and choose which leader will guide the fellowship. You will also need at least one extra action die to keep your game rolling. I personally prefer Gandalf at first, so I can constantly refresh my hand of cards using his special ability. As soon as the fellowship has come close enough to Rohan, I prefer to deploy Gandalf in Helm's Deep so Rohan has a fighting chance against Saruman and his constant flow or armies. As soon as Aragorn is the guide, I make sure I use his special ability and hide the fellowship using any die.

General strategy - moving the fellowship

I guess that's not rocket science, but it's worth mentioning... every time the Shadow player has very few or no dice in the hunt pool, do everything you can to move the fellowship. Even sacrificing victory points is acceptable. My personal rule is to use the rings (the ones which allow changing one die) only for this purpose.

As long as the Shadow has one die in the hunt pool, I would move the fellowship up to three times. If there are two dice in the pool, I would move it twice and with 3-4 dice I would only move once per turn. With 5+ dice in the hunt pool, I would only move the fellowship at most once and only if there are no conditions for re-rolls.

The next question is which path should the fellowship take to Mordor? There's debate here, but I would go with the obvious, the shortest path. Only in case there's a special card on the table which brings one additional hunt tile in Moria I would consider going around. But that happens very rarely before the fellowship passes Moria. For the exact path, simply count the regions.

Defense vs. attack

If the Shadow player is inexperienced, he might just provide the opportunity for a swift military victory, in th end four points seem like a bargain. Well, that's only the case of an inexperienced player. Aiming for a military victory against the shadow is not really a choice against someone who does know and understand the game. So, I will start from this premise.

Defense is the way to go. Force the Shadow to spend as many actions as possible to attack and make the attacks as futile as you can. Prepare your defense in a city or stronghold, retreat in the next one (e.g. from Osgiliath to Minas Tirith) and then finally retreat in siege. Defending in siege is by far the most effective way to avoid losing you hard acquired troops. There's a drawback, you won't get to recruit and it's simply a matter of time before you'll be conquered. That's not a problem as long as you follow your long term goal and move the fellowship further. 

When you "plan" your opponent's VP, count wisely and make him spend actions and troops. If you have a stronghold with only 2-3 units and you survive the initial attack, retreat immediately in siege. This might cost another action die and maybe even one elite unit. Plan at least three strongholds which you will not lose. Not soon, not ever. It's easy to count the number of VP. If you can defend everything but 7 of them, you're in an ideal situation, because you have an out. Losing one more stronghold will still allow you to continue. In the worst case scenario, you must defend everything but 9 VP.

There will also be moments when you'll have the opportunity to be on the offensive. Don't be afraid to lose a few units if that means chasing a weaker enemy away. Remember, every more of the Shadow costs action dice and with less action dice, you will have less worries with the hunt pool.

Another interesting choice when defending is to combine armies of different free peoples. When you're attacked you'll get to activate/move towards war more than one nation, hence spend less action dice for this purpose. Keeping exactly one nation out of war is also sound strategy. I will let you know figure out why.

Playing cards in combat

There will be a moment in your game when you will have your hand full of cards and wonder "why haven't I spent more in combat?". Don't worry just yet, you might have made the right choice.

I would divide the cards according to their combat requirements in:
- cards which require a companion
- cards which require a leader
- and cards without requirement

Before you play a card in battle, take a good look at the rest of it. If the effect of the card has become superfluous or it brings minimal advantage, save it for battle. For example, there will be cards which require you to have a companion in a location. If that companion is already dead... well, you get the point. Also, there are cards which allow you to move nations on the political track which will prove ineffective towards the end of the game. Save all these cards for battle.

If you have chosen to go with the "destroy the ring" strategy, definitely you want to play the cards which will add the "good corruption" tiles to the game (0, -1 and -2 corruption). They may very well be the difference between winning and losing on the Mordor track.

With the same strategy, you will most likely want to use your action dice to move the fellowship as much as possible, but the same dice may be used to play cards. Those cards are better candidates for spending in battle.

One of the (probably many) keys to victory is to know the cards so you know what to expect, especially after half of the game. 

The Mordor track


To have a decent chance to win, when you start you climb on the Mordor track your corruption should be 5 or less. This depends, of course, on the hunt tiles still in the game, but this is a general guideline.

In my opinion, Gollum is the best guide on the Mordor track. First, if Gollum guides your fellowship, the other companion have died or left the fellowship, serving other purposes.That means that your corruption is low. Also, there are cards which work better with Gollum.

When you choose to climb (by spending the appropriate action die) make sure that you won't lose at once. Keep track of the "eye" hunt tiles, on the Mordor track they're the most destructive. Assuming N is the probability of drawing an "eye" and D is the number of dice in the hunt pool, you will have an average chance of getting NxD. If this number added to your corruption will increase it to 12 or more, it's not the best moment to move the fellowship. There's an even better way to see how you're doing. If you know every hunt tile in the game, sum them up. Every "eye" is equal to the number of dice in the hunt pool. Divide then the total by the number of hunt tiles and you get an average. That's how much corruption you "hope" to get the next time you move the fellowship.

The Shadow - divide et impera

For the Shadow, the strategy is slightly simpler. Don't leave the hunt pool empty, that will allow massive movement for the fellowship without consequences. With that covered, bring your leaders in the game, starting with Saruman. He's very effective at recruiting and you can put a lot of pressure on Rohan without attacking. 


When you decide to attack, make sure that you have enough action dice which allow army movement. Then chose a target stronghold and take it in one turn (ideal case) or force it into siege (this way you don't have to fear reinforcements almost at all). It's easy to move the Nazguls, so make use of them in every battle, the leader re-roll is crucial. 

What to attack first? That depends a lot on your cards, but Gondor is usually a safe bet. First of all, it's the closest to your massive starting armies and it offer half the points for victory. This way you don't help the free peoples to progress on the political trap and it's quite easy to deal with one nation. Once Gondor is "taken care of", use Saruman's wolf riders to conquer Helm's Deep while moving your armies north of Gondor. With his speed of making elite units, Saruman's troops should have almost no problem in defeating Gondor. 

I will stop here, waiting to hear about your different strategies of playing War of the Ring.


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Monday, November 25, 2013

The strategy review - 7 Wonders

I must admit that I have never been a big fan of the game nor have I ever pushed for my gaming group to play it. Nevertheless, 7 Wonders is one of the board games which is part of  the history of the hobby industry for the revolutions it created. This game can be very well played with 3, 4, 5, 6 or 7 players in approximately the same time, it is a strategy game and it has amazing replay value.

So, you may ask, why am I not a big fan? Simply because I enjoy more difficult games. But this did not stop me from playing 7 Wonders more than 30 times, with every expansion and any number of player except two.

Now, let's jump straight to the strategy. For those of you who are computer geeks like myself what I am about to say will make somewhat more sense than for the rest of the world, but please bear with me... To win 7 Wonders you must accumulate Victory Points and there are so many ways to do that. For some the road from knowing the game to winning the game may seem too curvy. But there's a very straight path. There's a theory in programming which says that to reach an overall optimum you must seek the optimum for every single step. I will start from this assumption, 7 Wonders is an optimization game, meaning that a player who makes optimum decision every step of the way is the most likely winner.

Age I - resources and relying on your neighbors

While in the later stages of the game you may simply choose the card which brings the most VP, in the early game you must look for resources. Use your neighbors and figure out what can you buy from them. Play those resource cards which bring the most wanted resource for you and your neighbors. If you rely on the resources provided by players on your left and right, make sure that you have at least two resources that they need from you and that you also have enough income to support your strategy.

The second step is to select and play those cards which allow other cards to be played for free. In age I, have at least one blue (direct  VP) card and one green (tech) card which will open new horizons for you in ages II and III.

If there are multiple choices, choose the card with the most VP not only for the current step but two steps ahead.

Age II - optimization and building your wonder

The abilities or the Victory Points on your wonder are usually powerful enough to be worth the effort. In age II, try to achieve an average of 3-4 VP / played card. By mid-age you will already see most or all the resources you have access to for the rest of the game, so you can decide if the "build wonder strategy" is sound or not.

Since in age III you will have access to more powerful cards, age II is the perfect moment to build your wonder. Building your stages will also take out some cards very valuable to your opponents. A built face A wonder, one blue and one green card will usually give you the average of 4 VP / card.

War - "go" or "no go"?

This depends on your neighbors. If they invest massively in war cards, it's better to stay clear of them. The 6 VP you lose represent a lot less that the effort you might spend into become a warrior nation. Especially in age I, the VP from war are negligible in comparison to how much you gain on the long run from one blue card.

However, if your neighbors do not invest in war, in age II you have the chance of making easy 2-6 VP with a single war card. Especially if by the last round none of your neighbors has bothered to play war cards of total value 2 or more, it's worth spending one card on that.

Age III - optimizing your every step

If you have played the "wonder strategy" to the end in age II, you might find yourself without valid options for at least one round of age III. In age III, you should ideally add 6-7 VP with every card you play. You will find this is not possible most of the time, so leaving the last level of your wonder for age III is a good idea.

When you have many options, chose the cards which give you most VP and pay attention to what you spend (3 money = 1 VP). You can factor in what the other competitors for the first place may want and if you have more choices for the same amount of VP choose that one card which also denies the other players some VP.

The purple (special) cards can bring you a lot of VP during age III. If you see none of them in your starting hand, be sure you will see them later. Look at your neighbors and try to speculate their strong points and make the work for you. If you have two "techers" on your sides, the purple card which allows you to score 1 VP for every green cards they have might bring you as much as 12 VP.

Knowing the purple cards in the game is usually the small difference between two good players. You won't now what are the exact cards in your game, but you will know what is in the pool. 

Also, during age III you have easy access to the green cards. In the worst case, collect one of each technology and this will bring you 10 easy VP. If you are the player focused on technology, make sure that you have the 10 VP combo and that your focus is on one specific tech which was not developed by another player. This usually insures 16 VP, with the possibility to score 25 (or even 49 with an expansion).

These are my few cents in strategy. I will only add that 7 Wonders is fun even if you don't win and there are a lot of cool combos in the game which present specific challenges. As an example, try to score 40 VP or more without playing any resource (brown or grey) card. Or try to score all your point from technology and war.

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Tuesday, September 10, 2013

The strategy review - Alien Frontiers

This is my second strategy review and I will talk about Alien Frontiers, an innovative game for 2 to 4 players, which I have played about 15 times.

Source: BoardGameGeek
Alien Frontiers is almost typical Euro-game, built around the worker placement mechanic with an element of luck and a light theme to create the atmosphere. 

Every player starts with three space ships depicted as six-sided dice. Every turn rolls each player rolls his 'ships' and takes actions with sets of one or more ships, striving to colonize an alien planet and gain victory points. 

There are several actions a player may take. The simplest actions are about gaining resources. The least valuable resource in the game (fuel - colored orange) is also very easy to get and it's always good to have enough, since it opens the door to more complex actions. The second resource (ore - grey) is a bit tougher to get since it requires players to place a ship with a value matching the highest already ship mining for it. So, as a first point in building a sound strategy, it is important to speculate the right moment to get this resource and make it as tough as possible for the other player to get it. If you have rolled at least three of your dice with high values (5, 6), use at least one of them to get some ore.

Building new ships is always a good idea. To do so, you need at least to roll a double. With a double, you can spend 1/2/3 ore and 1/2/3 fuel to build a new ship and the amount of resources you spend depends on how many ships you currently control (3/4/5). I will get back to the topic of building ships as soon as I cover the rest of the actions.

You can colonize one of the seven territories of the planet in three ways: spending a ship with value six (that means you lose that ship), having 3 identical ships and the same amount of ore and progressing on a track. When you colonize one territory, you add one of your "influence" there. The player with the most influence controls that "province" together with the Victory Points and the bonus.

Another important action is buying artifacts. They care cards which give you special abilities like modifying dice value, protection from stealing, etc. They represent one of the two keys to victory.

To complete the overview of action, you may spend ships with consecutive values to steal from other players resources and artifacts and you may also spend ships (ideally with with low values) to transform gas into ore.

Every action you take requires different values so you will never find yourself in the situation of not being able to do stuff with your ships. But there's a difference between simply taking actions and taking the right actions.

Source: BoardGameGeek

The most important key to building a coherent strategy in Alien Frontiers is to have artifacts which allow you to manipulate the values of the ships (=dice). Since you won't always rolls what you need, having a few artifacts will reduce frustration and increase the number of valuable actions. Most artifacts are 'eating' fuel, so have at least 3 fuel at hand. Speaking of fuel, since spending a ship with a value of 1 or 2 brings you 1 fuel, 3 or 4 - 2 fuel and 5 or 6 - 3 fuel, I recommend to use dice with odd values to get fuel if possible. Coming back to artifacts, if you're always able to create pair of identical dice and/or a die with a value of 6, you hold one of the keys to victory.

Having too many resources and stockpiling them is pointless. You will be the target of thieves. People tend to steal from those who have stuff in abundance, so simply harvest as many as you need for your current and next turn.

Stealing looks sometimes as the best option to get resources or cool artifacts. Use it wisely since people will not appreciate it. I would go as far as saying that you should not steal unless you have a way to protect yourself (specific artifact) and the theft will most likely grant you victory in at most 3 turns.

Having many ships is the second key to a good strategy. If you have only three ships you cannot transform one of your ships (value 6) into a colony, so you need at least four ships. Having only three ships decreased the probability of rolling the same value on two dice so it will be hard to get more ships. So, with three ships you will struggle to get the fourth, then you terraform and you're back at three, so back where you started. On the other hand, when you have five ships, the cost of the sixth is too big, you'll spend too much for a small gain. 

One way to optimize is to have five ships and try to control the roll so that you can do both of the following actions below in the same turn:
- sacrifice one ship of value 6 to build a colony
- spend two ships of the same value and two of each resource to build a new ship
You cannot do this every turn, but after a while you'll be able to do this every second turn. Depending on the experience of your opponents, this strategy alone gives you a chance to win of 60% or higher.

One of the other keys to success is to choose wisely the provinces where you send you colonists. I will not discuss this in details because it depends too much on the other players and their decisions, but I cannot help saying a few words. The province which give an extra ship will speed up your game a lot. Keeping it even for three turns may provide a key advantage over the other players. Another key aspect is spending the minimum number of colonists to control the maximum number of provinces. It may happen that your colonies will be the target of other players. Do not transform this into a war, simply optimize your strategy of sending colonists.

Alien Frontiers is an easy straight forward game but while playing it you face many tough decisions. That's what I actually love about this game, it allows many strategies and there's enough player interaction to make it stand out among its fellow Euro-games.

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Friday, February 22, 2013

A review of Exodus by Michael Barnes

Michael Barnes from No High Scores has written a review of Exodus: Proxima Centauri and he also agreed that we share his thoughts with all of you. 



There’s a new contender for the space 4x board game throne, and it’s called Exodus: Proxima Centauri. Designed by Andrei Novac and Agnieszka Kopera, Exodus is on some levels exactly what you are expected from a game quite directly descended from Twilight Imperium and Eclipse. Start from a home planet, take over neighboring planets, manage resources, do a little politicking, tool up with technologies, and blow up spaceships. It’s certainly not an unexpected design and it’s definitely a little more ramshackle than either of its ancestors, but after a couple of games of Exodus I’m convinced that there is room for this game in the marketplace and I wouldn’t be surprised if it becomes something of a cult hit, luring longtime TI3 players and recent Eclipse acolytes away to engage its particularly aggressive, more direct style of play.
If you’ve played either TI3, Eclipse, or pretty much any other 4x style space conquest game you’ll be on familiar terrain. It’s driven by an action card selection mechanic, wherein players concurrently pick an action (twice a round, or three times with the right tech) and execute it with a follow-up round enabling other players to perform a secondary action at the cost of a population cube pulled from their home planet. The actions are typical fare- research a technology on the game’s four-branch tech tree, roll a die to take some income, buy ships or upgrades to ships, or trade resources on a shifting market scale. There are three resources in the game- a general currency and rarer materials used to build ships and ship components. In a neat twist, players are taxed any time they gather those from one of their planets, all of which have finite resources available.
Movement is handled in an entirely separate phase. Each player plays face-down movement chits to each of their ships, which may have a number or be blank.  What’s more, a ship that can move three spaces may have just one chit played on it, but with its full movement allotment or it could have three blanks.   This all adds a neat- and really kind of unexpected- bluffing element to maneuvers, especially since the movement is simultaneous and not turn-based. There is no actual exploration element, but more on that later.
The political component is simple- every round three political cards that have various one-time, round-lasting, or environmental effects are displayed and everyone bids in an all-pay auction round to vote which of the cards is enacted. Combat is a basic “fives and sixes” scheme, with players tallying up the number of weapon icons on ships to determine their dice allotment. Shields absorb hits, better shields absorb more hits. There are also neutral Centurion forces on the map from the beginning, defeating them often gives you a chance to instantly learn a tech, gain resources, acquire ship equipment, or victory points.
Yes, winning the game is a victory point thing, but the victory points are mostly earned through fighting and conquest. There’s no technology or political victory, everything is geared toward awarding conflict with very few exceptions. Every ship destroyed in battle yields points as does every planet held by a majority of your population cubes, which must be shuttled out to distant worlds by capable ships and landed. This makes for a very aggressive game that rewards the bold and punishes the turtlers. I find this to be a marked difference from Eclipse and TI3 in particular, where games far too often denigrate into Cold War scenarios of limited conflict eventually culminating in all-or-nothing battles in the last quarter of the game.
One of the key reasons that Exodus unfolds like it does is along such a violent path is because there is no exploration element- so let’s call it a 3x game. The map is already defined, there are no buffer zones of neutral planets to take over that add an hour or more of playtime before anybody starts shooting. Ships have a great deal of mobility and there are no complicated movement schemes, so it’s always easy to get your fleets into position to kick some ass. But above it all, one of the things that distinguishes Exodus from the rest of the pack is that it has a WMD phase.
Once the applicable techs are researched, players can station WMDs on planets where they are the majority. These have a range of up to five, so they can usually hit a good percentage of the map after determining range with a die roll. If they hit, depending on the weapon used they can take out resources, population, or- tell me this isn’t awesome- the entire planet. Yep. Flip the tile and flush everything that was on it. Because of the nature of this game, it’s not and idle threat, either. So yes, if you were one of the folks that felt Eclipse was too much of an economic game, this one may be more to your taste. If you hated waiting four hours to blow somebody up in TI3, Exodus wants to get you to the bloody meat of the game much quicker, even if it lacks the world-building narrative and flavor text of Fantasy Flight’s game.


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More about NSKN Legendary Games on the website Facebook | Twitter | BGG |  ScoopIT Magazine | Blog
Warriors & Traders can also be found on its own website | Facebook |  BGG
Exodus: Proxima Centauri: website BGG
Wild Fun West: website | BGG
Follow us on Twitter: AgniAlexandraAndrei and Vlad 

Monday, January 7, 2013

New video reviews

The holidays season brought us a few gifts, some quite unexpected. After the release of Exodus: Proxima Centauri and Wild Fun West we gave a few copies to experienced reviewers all over the world who would in exchange share their opinions, pointing out what they liked and disliked about our board games. If last year it took a long time to see impressions about Warriors & Traders, this time things moved a lot faster and we got these unexpectedly quick gifts.

Wild Fun West caught the attention of Tom Vasel from The Dice Tower (English review)



Exodus was analyzed by Alex from ce-jucam.ro (Romanian review)




Last but not least, during Spiel '12 Essen, the NSKN booth was visited by Andreas from cliquenabend.de and who talked to our team about every single one of our board games and expansions, Exodus: Proxima CentauriWild Fun WestWarriors & Traders and the Italia expansion (English/German)




The video of Warriors & Traders is slightly too long to add it here, so please have a look at the original link http://www.cliquenabend.de/news/992500-Essen-2012-Neuheit-Warriors-Traders.html.




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More about NSKN Legendary Games on the website Facebook | Twitter | BGG |  ScoopIT Magazine | Blog
Warriors & Traders can also be found on its own website | Facebook |  BGG
Exodus: Proxima Centauri: website BGG
Wild Fun West: website | BGG
Follow us on Twitter: AgniAlexandraAndrei and Vlad 

Thursday, January 3, 2013

Bye bye 2012


We're back from holidays and among the first things we have to do at the beginning of the new year is to draw the line and analyze the last 12 months with the goods and the bads, so we can learn and improve.

For NSKN, 2012 was a very busy year, the second in our short history and the year with the greatest growth so far. We released an expansion for our first board game and two new ones, we attended several gaming events and we expanded our market. But, let's take it step by step...

Jan 2012NSKN attended GobCon, an event by gamers for gamers in Bologna, Italy. It was our first local gamin convention, we got to meet a lot of great people and we established a long-term relationship with La Tana dei Goblin, the largest board gaming community in Italy.

Feb 2012 - We announced our new games for 2012, Wild Fun West and Exodus: Proxima Centauri on BoardGameGeek. With the aid of the great people, we polished the games, we chose the right names and we organized play-testing sessions.

Apr 2012 - One year after being established, NSKN got a new look. We designed a new logo and a new website in our effort to increase awareness and to give better customer support to all of you who own or are interested in our games.

May 2012 - Our team went all the way to Birmingham, UK to attend for the first time the UK Games Expo. It was a unique experience, we met lots of great people and we discovered a community of great people. We presented to the public for the first time the final prototypes of Wild Fun West and Exodus: Proxima Centauri, our upcoming games for the fall of 2012. The feedback was encouraging and we decided to move further with both board games.

Jun 2012 - June marked our second trip to Italy to meet Tana dei Goblin for and to released the first expansion of Warriors & Traders, Italia. We got a lot of help from our fiends form Italy and we designed this expansion  especially for them. The first print sold out immediately and this represented another landmark for NSKN, our first ever sold-out product.

Jul 2012 - The graphic design for Wild Fun West was ready and we announced the game for Spiel '12 Essen.

Aug 2012 - Exodus reach its final state, with all the illustrations and it was ready to go into production. We made the decision to use Indiegogo for crowd-funding and we prepared the projects.

Sep 2012 - In the beginning of September, NSKN celebrated another brand new accomplishment, we were no longer a one-game-publisher, we had Wild Fun West ready and Exodus was getting significant support on Indiegogo, getting ready to be funded. At the same time, our new games were being produced and shipped from China.

Oct 2012 - October was by far the month with the most work, events and accomplishments for NSKNJust a few days before Essen we reached our goal on Indiegogo. Our year long efforts were repaid by gaming enthusiasts who decided to back Exodus and we even exceeded our goal by 10 %. As soon as our crowd-funding campaign was successful, we shipped more than 130 copies of Exodus, in an effort larger than it looks for a still very small company.

Since the first print of Warriors & Traders: Italia sold out so quickly, we decided to make a second print, also limited to 50 copies. It was the last chance to get this exclusive expansion and we got preorders for more than half of the production.

The second part of October was marked by the mobilization effort for Spiel Essen. We attended the largest board gaming event in Europe for the second year, bringing a team of 8 people, three games and one expansion. 

Nov 2012NSKN went back to Italy for Lucca Comics & Games, a convention that brought together 138,000 people. We were the only foreign publisher and even though our Italian language skills were limited, we made an impression and sold out the last few copied of Warriors & Traders: Italia.

Dec 2012 - After we got back from Lucca until the end of the year we focus of sales and getting our new games to as many hobby stores as possible. We expanded our distribution network in Asia and Europe and this effort will continue throughout 2013. The year ended with a long overdue vacation from which we have just returned.

After we drew the line, 2012 was a good year with many highlights but also some mistakes. We managed to expand, we designed and produced two new board games, but we also encountered some production quality issues that we'e still fighting to solve. We have big plans for 2013 but we want to stay a small, friendly company which is capable to respond to any request in a matter of hours or days, putting our fans and customers first. We're still learning and every day we realized how special and amazing the board games industry is.



__________________
More about NSKN Legendary Games on the website Facebook | Twitter | BGG |  ScoopIT Magazine | Blog
Warriors & Traders can also be found on its own website | Facebook |  BGG
Exodus: Proxima Centauri: website BGG
Wild Fun West: website | BGG
Follow us on Twitter: AgniAlexandraAndrei and Vlad 

Saturday, December 8, 2012

An expert opinion

Yesterday evening we had a very pleasant surprise. It came from Tom Vasel, one of the most famous board game reviewers in the industry, who posted his Dice Tower review of Exodus: Proxima Centauri.

Without any further introduction...




__________________
More about NSKN Legendary Games on the website Facebook | Twitter | BGG |  ScoopIT Magazine | Blog
Warriors & Traders can also be found on its own website | Facebook |  BGG
Exodus: Proxima Centauri: website BGG
Wild Fun West: website | BGG
Follow us on Twitter: AgniAlexandraAndrei and Vlad 

Thursday, November 29, 2012

A thorough review of Exodus

Today we have a guest post from a friend who has kindly agreed to share his thoughts about Exodus on the NSKN blog. So, let's read a review of Exodus by Ben Crane, as it first appeared on BoardGameGeek.



Full Disclosure: I’ve played this game once. It’s a long game, and once is enough to have an opinion, but I just want everyone to know where I am coming from. This isn’t a review from someone who has played the game a lot, but there are only 2 reviews of it up right now, so I figure more—even if slightly less informed than I’d like—can’t hurt.


Alright, so caveats out of the way, on to Exodus: Proxima Centauri. I will try and update with pictures over the next few days.

GAMEPLAY OVERVIEW:

This is going to be a pretty exhaustive run-down of the rules. If you don’t care or have read the rulebook, feel free to skip down to the analysis section.

The first thing that happens is you build the board. For any given number of players there are three possible board arrangements: a normal game; a long game; and a short, high-interaction game. You pick your game length, which tells you where your starting worlds go, where the Centaurian Resistance ships go, and how many of each type of world to put in the map, then randomly fill in all the gaps between the starting worlds and the core hex with the other planets.

So each game has a mix of fixed positioning and randomly generated map elements. What this means is your strategy will have to change every game. If you find yourself surrounded by money, but without any building resource planets nearby, you might have to go for a trading strategy to get the missing resources. If you have some resources, but not much money, investing in banking might be better for you. This also means there isn’t any exploring to do in this game; the entirety of the map is known by everyone at the start.

Everyone also starts out with a transport ship and a cheap fighter. You then fill all the planets with their resources, and you’re ready to go. Setup took me about 20 minutes for a 5 player game.

The game takes place over 7 turns, with each turn divided into five stages.

UPKEEP STAGE – During the upkeep stage everybody will extract resources from planets where they have population and increase the population on their home planet by two. If you have a population cube on a planet, you will take one resource from it. Several people can have population on a planet, and they all get resources (so long as enough are available). If enough aren’t available, then you extract resources in turn order. Additionally, you have to pay taxes on each building resource you get.

There are three resources in the game: Crystallized Platinum (CP) serves as the general currency and you extract it in units of 5. Axinium is needed to build ships and Phasium is needed to buy upgrades; they are extracted in units of one. For each Axinium and Phasium you extract, you have to pay one CP to the bank in taxes.

DIPLOMATIC STAGE – In the diplomatic stage, representatives of the various human factions will meet on the council station to discuss their mutual agendas. Three possible legislative actions will be dealt out. These can be powerful one-time effects, mid-range effects that will last for one turn, or minimal things that will remain in play for the rest of the game. Players can openly discuss them for as long as they like, but after all the debating is done, they must vote. Everyone has three voting chips corresponding to the three actions, and these will be used for simultaneous, blind voting.

Of course, you can also back your vote up with money. You may place as much CP into your hand with the vote chip as you like, and each CP counts as one additional vote. Whichever action passes takes effect and the rest are discarded. This is an all-pay auction, which means that even if your vote loses, any CP you spent on it is spent. The ads were bought; just because you lost the vote doesn’t mean you can take them back.

Then, the Chancellor (first player) and Vice Chancellor (second player) will set the agenda for the rest of the turn. From a hand of six bonus actions the VC will select two and hand them to the Chancellor, who plays one of those two. After everyone has finished their actions in the Action Stage (coming up soon!) each player gets to take the bonus action once.

Lastly, elections are held to determine turn order for the coming turn. These elections are held entirely with CP. Each player puts some amount (possibly zero) of CP into a closed fist, then everyone reveals simultaneously. Whoever bids the most is Chancellor. Second bidder is VC, and so forth. The old Chancellor will break all ties, however, he cannot break any ties in his own favor.

ACTION STAGE – In the action stage, players play actions. This is when you develop your economy, research no technologies, build ships, and upgrade those ships. Each player has a hand of six action cards: Banking, Mining, Research, Upgrade, Build, and Trade. Everyone selects and plays one of these cards simultaneously, then takes the corresponding action. For the most part, these can be done all at the same time, but should be done in turn order, if it matters.

If you Bank, you roll 6 and gain that much CP. There is a technology that lets you roll 2 6 .

Mining allows you to put more resources down on planets for your people to extract. You roll 6 and put that many resources down, distributed amongst your planets as you see fit. A tech lets you roll 2 6 .

Research lets you research a technology using CP. You get a discount for having researched similar technologies and having researched technologies on the same row as the one you are buying now. There are no prereqs for any technology, and all techs are available to all players at all times. However, to mark the technology as researched, you will have to place one of your unused civilian cubes on it, and these are a limited resource, so you must be careful not to research so much that you run out of them.

Upgrading allows you to upgrade your ships. There are four types of ships and you can have up to two of each. You have blueprints for each ship with slots for shields, engines, and guns. When you upgrade, you may purchase new upgrades (that you have researched) and/or rearrange what you have already bought. Any upgrade on a blueprint applies to all your ships of the associated type on the board.

Building lets you build ships, which you have to place on your home planet hex.

Trading allows you to either sell Axinium and Phasium for CP or buy Axinium and Phasium for CP. You will roll a 6, which determines how many trades you can make, then decide whether you want to buy or sell. Then you can make that many purchases or sales. As more and more people trade during a round, the exchange rates they get will become worse and worse. A tech allows you to get better exchange rates and to both buy and sell with one action (potentially coming out with a tidy profit).

After everyone has taken their action, then everyone may—in turn order—react. Each action card has a secondary action on it as well (one of the basic 6 actions). You may take your own reaction by placing one civilian from your home planet onto the card, or someone else’s by placing two civilians onto it. Once a reaction has been taken, nobody else may take it.

After everyone has reacted, then a second action round is played just like the first. Everyone chooses from their five remaining action cards and plays the main action, then everyone may react.

Finally, the bonus action that was selected by the VC and Chancellor at the start of the round is taken by all players.

FIRE WMDS STAGE – This stage is quick. If anybody has built WMDs (an upgrade), then they fire at this point. WMDs are build on planets and can target resources, population, or entire planets. Whoever has the most civilians on a planet can fire the WMDs there. All targets are declared, then the weapons fire. They have to make a to-hit roll based on the distance they are traveling, then a damage roll. A number of dice are rolled (5 for resources, 3 for civis, 2 for planets) with a 5 or 6 being a hit. For each hit, you remove one resource or civi from the hex. If a planet-targeting WMD (the graviton rocket) hits, then everyone on the planet and all resources are removed, then the entire hex is flipped over to reveal empty space.

CONQUEST STAGE – Like the action stage, the conquest stage happens twice. This is where you will fight other players and the Centaurian Resistance ships and also put civilians down onto new planets to mine there or compete for control of WMDs.

First players, load civis onto their warships. Two of the four ship types can carry civilians. Just move the cubes onto the mini that is carrying them.

Then everyone moves their ships simultaneously and secretly. The edges of each hex are numbered 1-6, and everyone has a stack of tiles numbered 1-6. Play tiles face-down next to ships describing where they move. To start out with, each ship can move only 1 hex, but if your ships can go further, you can play multiple move tiles onto those ships (thanks to the transitive magic of math the order doesn’t matter). When everyone is content, movement is revealed and ships move. Ships can pass through spaces containing other ships, but if you end your movement in a hex with enemy ships, then you must fight.

If fighting a Centaurian Resistance ship, flip over a card from the corresponding deck (they are of strength 1-3) which will say how many guns and shields the enemy has. You roll 6 for each gun you have, and the player to your left rolls for the Centaurian. A 5 or 6 is a hit. Damage is applied by the attacker, so you just apply all damage to the Centaurian, while the player controlling it can apply his damage to your ships as he sees fit. If any ship has more damage than it has shields, it is destroyed.

If either side has won, combat ends. If not, another round is played. There is no retreat.

If you beat the Centuarian, you get it’s card as a trophy. You can trade it in at any point in the future for a bonus (what it is depends on the card) or keep it for points at the end of the game. If you lost, the card is put on the bottom of the stack. You have to face a new, fresh enemy if you try again.

Fighting another player is done in exactly the same manner. Count guns, fire, apply damage, remove destroyed ships, repeat until only one player has ships left. If several players are all in a hex together, they fight in a giant scrum until only one is left. If several players and a Centaurian are in a hex, the winner of the free-for-all fights the Centaurian.

When fighting another player, the winner of the fight receives points based on the strength of all enemy ships destroyed in the combat. The loser(s) receive nothing. There is no participation prize.

Damage to player ships carries over from fight to fight and round to round.

Once all combat is resolved you can disembark your passengers and then a second conquest stage is played – embark, move, fight, disembark.

So that is a round. After the second conquest phase (or third, if the VC and Chancellor selected MOVE as their bonus action), you go back to the start. After seven rounds, the game ends.

GAME END - Each planet is worth 1 or 2 points. The ones which start with fewer resources are worth more VP to make up for the difference. Whoever has the most population on each planet receives that planets VP. In the event of ties, the VP are evenly split (and yes, you can have fractional points).

Additionally, players receive 1 VP for each hex where they have at least 1 ship. Whoever has ships in the central hex will receive 3 VP for controlling the council station. The Chancellor receives 3 VP and the VC receives 1. Players also receive VP for all unspent Centaurian Resistance cards.

Whoever has the most VP is the winner.


COMMENTS:

Alright, so I am sure that seemed really complicated, but here’s the thing: it really isn’t. Not for a big 4X game at least. The designers made a lot of really good decisions, and the result is a beautifully smooth game. They have stated their goal was to create a game where at the end of round 1, you get the mechanics; at the end of round 2, you get the tactics; and at the end of round 3, you get the strategy; and they have succeeded quite well at that. By round 3, we could get through a whole round in 20 or 25 minutes, though this number ballooned at the end when there started being a lot more inter-player combat.

Of particular note is that the designers at every turn adhered to the rule of 7. At no point, goes the rule, should a player be confronted by a choice with more than 7 options, because rather than giving them freedom, this will overwhelm them. All the decisions in Exodus (with the exception of technologies) are made between 6 or fewer options. I love that. It means that a newbie can pick up the game and immediately start developing a strategy of their own, and as we figured out the game more and more, the agony of those decisions only increased.

When I was writing the rules description above, I kept wanting to say “this phase is the heart of Exodus.” The political stage is the heart of the game because the political actions can have such a huge impact, the bonus action will affect everybody’s turn and overall strategy, and turn order is critical for things like reactions and trading.

But then, the action stage is the heart of the game, because it is here that you do everything. Here that you have to decide whether you want to hold off upgrading until you can trade for more resources, but leave your fleet open to attack, or do a lesser upgrade now. Is it worth the population to take an extra action, or do I need them to maintain control of a contested planet? If I bank at the end of the turn order, will my research reaction still be available to me later, or should I just take research as my main action, but be left with less money? The action/reaction mechanic is nothing short of brilliant, and so surely it must be the heart of the game.

But then, the only way to score VP is through fighting. Everything else is but a means to an end. So surely the conquest stage is the heart of the game, because that is where all the fighting happens. It is also how you put population down on planets and is filled with its own set of terrible choices. Do I load my civis on now and bring the transport into the fight? The extra shields might be nice, and if I win, I can get those resources next turn, but if I lose, then my civilians die in the cold void of space! And when it comes time to assign damage, should my opponent go after my warships, reducing my firing power, or should he take out the civilian ships, probably setting himself up to lose the battle, but leaving me far weaker coming out of it?

The hidden movement, as well, carries tactical and strategic choices made on top of imperfect information and bluffs upon bluffs. If I have ships adjacent to an opponent, and we each have 2-movement engines, and I am trying to kill him, where do I think he is likely to go so that I can provoke a fight? Do I split my forces to cover more ground, but lose my numerical advantage? And if I am trying to avoid a fight, where do I think he thinks I am going to go, so I can avoid that? This is all exacerbated by the existence of blank movement tokens which can be played on a ship in order to signal that it is moving, only to have it remain exactly where it was.

A few times during the game, two players would wind up in the same hex without either having planned it, but having to fight anyways. Had they talked to each other, they might have avoided it, but then, they also would have been giving the other valuable tactical information. It all worked as a brilliant simulation of the breakdown in communication between factions, and the lag between the situation when an order is given, and the situation when it is executed.

So in summation, the game play of Exodus is nothing short of fantastic. Almost everything is done simultaneously, so there is very little downtime. The game is filled with interesting tactical and strategic choices, and at least after our first play through we didn’t find any strategy to be wholly dominant or unstoppable. The random map forces you to adapt to the hand you are dealt, and should you be unlucky enough to be surrounded by nearly barren planets, you can take comfort in the fact that they will be worth more VP at the end.

However, all of this is not to say that the game is without flaws. The largest problem we had was in the randomness in the economic actions (bank, mine, trade). Randomness in combat is fine, and everyone accepts a certain amount of swing there. Exodus mitigates this by having you chuck handfuls of dice, greatly normalizing the results (late game combats often involved 20+ dice per side). The economic side of the game, though, should not be so beholden to random chance. When one player would bank for 1CP, and another took the same action and randomly got 6CP, that didn’t quite feel right. Same thing with mining. The advanced banking/mining techs mitigate this somewhat with a second die. This normalizes the results around 7, and raises the floor to 2. Banking or mining without those techs seems like a one-off thing, not a strategy, so the randomness is a bit better. It’s what you do when you need a quick bit of cash or a few more resources and have nothing better to do, or a spare civilian for a reaction and figure why not.

Trading was another matter however. One of the players in our game went heavy in for trading, thinking it would be a good way to generate income (A 6 on the trade die, with advanced trading, can generate 12 CP, 8CP and a building resource, or 4CP and 2 building resources) to overcome poor tile distribution (low resources, high VP). However, advanced trading doesn’t normalize that trading die result at all, and at a critical point in the game, he wound up having to use 3 of his 5 available actions one round to trade, rolling 1, 2, 1, and coming out of it all with barely any benefit.

Now sure, good rolls would have left him rolling in far more cash and resources than good rolls on banking or mining would have, but that seems problematic. At that point, trading isn’t so much a viable strategy as it is a random gamble. Victory or defeat hinges on two or three rolls of a single die. Had he rolled better, he would have swept half the board in the final turn and won. Instead, he came in 4th of 5.

Also, fractional VP are just goofy. I get it at the end, but throughout the game you will be gaining 1/2 VP for things, and the score track dutifully provides spots in 1/2 VP increments. Why not just double the VP value of everything to avoid this?

Lastly I want to just point out the balance of the 5-player game. Five players on a hex-based map isn’t easy, but they made it work through asymetrical, but balanced starting placement. One player is closer to the center and with the most room to expand, but also surrounded by the strongest enemies (Player A). Two with the least room have the weakest enemies near them (Players B & C). The last two are a good balance between room to expand and enemy strength (Players D &E). The final arrangement of scores, top to bottom, was B-A-D-C-E. No apparent pattern there means balance. Anecdotal, sure, but it seems to have worked for us.

COMPONENTS:

Something has to be said about the components, unfortunately. They just aren’t that good. There are 4 major problems: warping, printing, color choice, and IP.

Warping – According to people who know more about this than I do, the cardboard had too much moisture and too little wood, leading to warping. It isn’t terrible, and is the least of my concerns here, but it is present.

Printing – The laminate used on the punch boards which make up most of the components (CP tokens, upgrades, hexes) peels. I was very careful and used an X-Acto knife to punch all of my pieces, but even still some of them peel. The box came with a bag of pre-punched extras, which is appreciated, but it did not come with enough to replace everything. Thankfully, nothing in my box was damaged enough to make replacement necessary, but others have had bad luck.

Color Choice – The CP, Axinium, and Phasium cylinders that represent the resources on the planets are blue, red, and green painted wood. The player’s civilians on a planet are represented by painted cubes in their colors. Three of the player colors are blue, red, and green, and they are made with exactly the same paint as the resources. This makes it hard, at a glance, to tell which planets have resources, and which have civilians.

IP – The ships are represented by wonderfully detailed little plastic minis. Unfortunately, it would seem that the printer told NSKN that these minis were their generic space ship molds and that NSKN could use them, when it turns out that they are actually made from stolen molds from another game (Silent Death). I believe NSKN had no ill intentions here, but damage was done. They have reached out to the other company, but no resolution has been reached as of this writing. I will update this section of the review should that change.

Special bonus component comment – the rulebook isn’t great. It is perfectly functional, but the layout is a bit weird (2 columns per page, but you can’t just read each column from top-to-bottom, left-to-right. Instead, often times, you have to read the first half of the left column, then the first half of the right column, then the bottoms of each), and looking up rules was a pain. There is very little white space to break up the bullet-pointed walls of text. However, the rulebook is filled with great examples. Could’ve used a pass by a professional layout artist, though, and a few more blind playtests (where the playgroup just gets the book and the game and has to muddle through it without the benefit of the designer to explain it; this can reveal flaws in the rulebook. For example, the rulebook neglects to mention that each reaction can only be taken by one player, although the designers have clarified that this is the case).

THE INEVITABLE COMPARISON:

So how does Exodus stack up against Eclipse and TI:3? Everyone has their own opinion, and I’ll try to keep this brief.

On flavor and story, TI:3 and Exodus are both clear winners. The Exodus rulebook is filled with wonderful descriptions of the universe and there is clearly a story behind everything. The Centaurian cards have great flavor text hinting at what is to come (NSKN has said this is the first game in a trilogy). 

Exodus plays faster than either of the other two and, to my mind, doesn’t sacrifice any depth of gameplay in achieving that. The 2-ship limit made choices interesting without reducing the scale of the battles, but the feel is probably a little less epic than TI:3, but significantly more so than Eclipse. 

Eclipse’s action selection mechanic is great. Exodus’s is too. Both involve choosing how much of a limited resource to spend to get more actions, but each does it in its own way.

I dislike the random tech draw of Eclipse and the convoluted tech tree of TI:3. Exodus wins the technology competition hands down for me. All the techs are alluring, none seemed to be must-haves. The multiple stacking discounts felt more natural than Eclipse’s single discount, since the association of techs on one row in Eclipse always seemed pretty non-existent. 

The fact that combat awards a flat VP value based on how hard it was is preferable to me over Eclipse’s VP chip draw.

Exodus wins the Diplomacy contest hands down as well. The political actions do far more here than in TI:3, and the elections are great.

Exodus doesn’t quite reach Eclipse on the economic front, though. The mining mechanic is interesting, but held back by the reliance on randomness. The same goes double for trading. I think Exodus could be more interesting than Eclipse were it slightly tweaked. This is the biggest tragedy of the game to me; a horrible missed opportunity.

So clearly for me, Exodus is the best of the three. It fixes my two major gripes with Eclipse (the tech draw and the VP chip draw), and streamlines the epicness of TI:3 into a much faster playing game that loses none of the scale. If you love the map-building phase of TI:3, though, or the exploration parts of Eclipse, then be warned that there is no analogue here. The map is prebuilt and fully known by all.

FINAL THOUGHTS:

So that’s Exodus. In case it wasn’t clear, I loved this game. Other than my one gameplay issue, it was pretty close to a perfect 4X game, and even that issue is surmountable (either warn players off focusing exclusively on trade, or make advanced trade let you roll something like 2d3 or d4+2 instead of 1d6 for the number of trades available; similarly advanced banking/mining might let you roll d6+4 or something like that).

The component quality is regrettable, but far from a deal-breaker for me. Of course, I also got this at the reduced IndieGoGo price. If I were paying full retail, I might be more upset, depending on what full retail is. Still, after a bit of griping, I’d be happy with my purchase.

The best thing I can say about this game, though, is that after it all wrapped up and we were cleaning up and nursing our long strategy game headaches, the first topic of conversation was when we were going to play again.



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