Tiny Epic Kingdoms

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I recently crossed off another game on my Shelf of Shame: Tiny Epic Kingdoms, a 4X game from Gamelyn Games. I’m a huge fan of Tiny Epic Galaxies, so when I came across Kingdoms on sale last year, I couldn’t resist. I was excited to see if it was as good as Galaxies and it joined my stack of unplayed games. I brought it to my weekly game night a few times, but there was always something else to play so I started to look for solo variants in order to get it played.

Thankfully, my buddy Daryl said he’d be down to try it with me. Like Galaxies, Kingdoms packs a lot of game into a small box. I usually agree with Tom Vasel’s game reviews, but this time I felt like he focused too much on the “Tiny” and not enough on the “Epic” of this game. He isn’t enamored with the “tiny” part of this game series; he’d prefer these games in normal-sized boxes with normal-sized components.

Tom’s reasoning, though, is exactly why I love the Tiny Epic series: the game play far exceeds its price point. Most of us can’t afford every game we want and Gamelyn’s Tiny Epic series is an outstanding way to add solid games to our collections at reasonable and affordable prices (to be fair, at the end of his review Tom does point out the excellent value of TEK).

Tiny Epic Kingdoms is a solid 4X (eXplore, eXpand, eXploit, eXterminate) game that plays within a half hour. The 4X mechanism is typically found in longer, meatier games so it was nice to have it in such a compact format. During our first play it took some extra time to grok the rules, but it was pretty smooth sailing after a few turns.

Each player controls a faction with its own unique characteristics and abilities. They also start on their own territory card.

The active player chooses one of several actions:

  • Patrol: Move from one region to another on your territory card.
  • Quest: Move from one territory card to another territory card.
  • Build: Spend resources to increase the size of your tower.
  • Research: Spend resources to increase your magic knowledge.
  • Expand: Add one of your meeples to your territory.
  • Trade: Trade one of your resources for another.

After a player has chosen an action they place the shield token on the corresponding spot on the action mat. This signifies that the action cannot be taken again during this round.

The active player executes the action and the other players may follow and do the same action OR they may collect resources from their meeples on the various regions. Note: the active player MUST do the action. They cannot collect resources on their turn.

Meeples produce resources based on the regions they are located on:

  • Plains: Food
  • Forests: Mana
  • Mountains: Ore
  • Ruins: Player’s choice

After the active player has completed their action, the next player chooses from the remaining actions. Play continues until all actions have been taken, then the action mat is reset and all actions are available again.

As the game progresses, players will build their tower, increase their magic knowledge, and control regions. Each of these factors will earn Victory Points. The game ends when a player places his final meeple on a region or builds the final section of his tower. The player with the most Victory Points wins.

The most interactive part of the game comes during war, when a player moves into a region controlled by another player. Each region can only be controlled by one player, so at this point each player takes a 12-sided die and secretly allocates the number of resources they are willing to commit to war. The dice are revealed simultaneously and the highest number wins the region. Both players, win or lose, pay the amount of resources shown on their dice.

Another option during war is the flag symbol on the dice. If both players set their dice to this flag, then they form an alliance, which means they will both earn resources from this region. Peace is beneficial to both players, but that peace may not last as they try to gain control of the region for the final tally of Victory Points.

I liked the two-player game; there’s a third territory added to the game called the Lost Kingdom (basically a random territory card) that both players can fight over, but it seems that Tiny Epic Kingdoms will be better with three or four players as more opportunities for wars and alliances are possible. While there isn’t an official solo game, the Heroes’ Call expansion adds one and the base game is good enough that I’ll probably buy it at some point.

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UPDATE: After I wrote this, I played a three-player game with Daryl and our other gaming buddy Graham. We also included the Search for the Crown of Valor variant, which added random tokens to regions in our home territories: treasure icon for resources, bandit icon for losing resources, and the crown icon for an additional two VPs at the end of the game. The three-player game moved quickly and there were two battles before the game was over, so I preferred it to the two-player version.

I’ve now played 5 of the 49 games on my Shelf of Shame!

Shelf of Shame 2017

  1. Agricola
  2. Amerigo
  3. Cheaty Mages!
  4. Chrononauts
  5. Cypher
  6. Dice City: By Royal Decree
  7. Dice City: Crossroads
  8. Doomtown: Reloaded
  9. Dungeon Fighter
  10. Eminent Domain: Microcosm
  11. Epic Card Game
  12. Formula D
  13. Get Bit! Sharkspansion
  14. Guildhall
  15. Guildhall: Job Faire
  16. Hanafuda
  17. Harbour
  18. Imperial Settlers
  19. Lost Legacy: Flying Garden
  20. Machi Koro: Harbor
  21. Marvel Dice Masters: Age of Ultron
  22. Mottainai
  23. Munchkin Legends: Guest Artist Edition
  24. Munchkin Zombies Deluxe
  25. NBA Interactive Card Game
  26. Ophidian 2350
  27. Pack of Heroes
  28. Pandemic: On The Brink
  29. Pathfinder Adventure Card Game: Rise of the Runelords Base Set + Expansions
  30. Pingo Pingo
  31. Portobello Market
  32. Quiddler Mini Round
  33. Rampage
  34. Sail to India
  35. Sans Allies
  36. Santorini: Golden Fleece
  37. Seventh Hero (Doomtown edition)
  38. Space Base Mutiny
  39. Steam Torpedo: First Contact
  40. Suburbia
  41. Sun Tzu
  42. Tiny Epic Kingdoms
  43. Travel Blog
  44. Valley of the Kings: Last Rites
  45. Viceroy
  46. Vikings on Board
  47. Viticulture Essential Edition
  48. Wok Star
  49. Yahtzee: The Walking Dead Collector’s Edition

Shelf of Shame 2017

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Pictured above is part of my Shelf of Shame: games I own that I haven’t played. It’s grown since last year, thanks to the great deals I’ve scored at each of the Strategicons‘ flea markets. At the start of this year I had 49 games (I’ve included expansions) on my Shelf of Shame, which are listed below.

I’ve crossed out the ones that I’ve played this year. And to be honest, there is one that I have no intention of playing: the Yahtzee: Walking Dead Collector’s Edition that I bought on clearance at Barnes & Noble. I just wanted the cool zombie-head dice cup to store my copy of Zombie Dice.

My goal is to play all of these games by the end of the year and to write about my experiences. Wish me luck!

Shelf of Shame 2017

  1. Agricola
  2. Amerigo
  3. Cheaty Mages!
  4. Chrononauts
  5. Cypher
  6. Dice City: By Royal Decree
  7. Dice City: Crossroads
  8. Doomtown: Reloaded
  9. Dungeon Fighter
  10. Eminent Domain: Microcosm
  11. Epic Card Game
  12. Formula D
  13. Get Bit! Sharkspansion
  14. Guildhall
  15. Guildhall: Job Faire
  16. Hanafuda
  17. Harbour
  18. Imperial Settlers
  19. Lost Legacy: Flying Garden
  20. Machi Koro: Harbor
  21. Marvel Dice Masters: Age of Ultron
  22. Mottainai
  23. Munchkin Legends: Guest Artist Edition
  24. Munchkin Zombies Deluxe
  25. NBA Interactive Card Game
  26. Ophidian 2350
  27. Pack of Heroes
  28. Pandemic: On The Brink
  29. Pathfinder Adventure Card Game: Rise of the Runelords Base Set + Expansions
  30. Pingo Pingo
  31. Portobello Market
  32. Quiddler Mini Round
  33. Rampage
  34. Sail to India
  35. Sans Allies
  36. Santorini: Golden Fleece
  37. Seventh Hero (Doomtown edition)
  38. Space Base Mutiny
  39. Steam Torpedo: First Contact
  40. Suburbia
  41. Sun Tzu
  42. Tiny Epic Kingdoms
  43. Travel Blog
  44. Valley of the Kings: Last Rites
  45. Viceroy
  46. Vikings on Board
  47. Viticulture Essential Edition
  48. Wok Star
  49. Yahtzee: The Walking Dead Collector’s Edition

Solo Board Gaming

Viticulture Essential Edition

Viticulture Essential Edition

I get my love for solo games from my mom. She loves playing solitaire (almost exclusively Klondike) and doing jigsaw puzzles. As far as I can tell, she was never into the competitive aspect of card or game playing (unlike my dad, whose love of cards and poker was passed down to me and my brothers).

Within my circle of gaming buddies, I’m one of the few that enjoys playing board games by myself.  Whenever I mention my love of solo gaming, I usually get one of two responses:

  1. “Oh, I prefer interacting with others during a game.”
  2. “If I’m going to play a game by myself, then it’ll be a video game.”

Sometimes I want to be snarky in my reply: “Well, I like playing games with others, too. It’s why I’m at game night. Duh.”

As for opting to play a video game: yes, it’s easier and faster to play games on my smartphone or laptop, but I find it more enjoyable to be at the tabletop with an actual board with real physical bits and pieces.

Much like doing a jigsaw puzzle, playing a board game by myself is a form of meditation and relaxation. I like quietly taking turns and trying to find a way to win or post the highest score possible. I like being away from my phone and computer while I’m at the tabletop. I like the feel of those dice, cards, and tokens as I pass the time before my next “real” game with others. And I like not feeling rushed to do anything during a solo game. Everything is done at my pace: win, lose, or draw.

 

Mission Accomplished

Takenoko

Takenoko

Well, Dear Reader, here we are: the final post of my Blog Every Day in August Challenge.

Just like when I finished my Blog Every Day in 2015 Challenge, I may not have written the greatest blog posts known to mankind, but I set out to write every day in August and I did it. It was a lot of fun because it was a topic that is near and dear to my heart: board games.

I find it fitting that the final post of August is on Wednesday, which is one of my regular gaming nights. I’ve been in this group for nearly a year and have played all kinds of amazing games. I’ve added many of these to my own library and have been able to share these with my family and non-gamer friends.

And in that sharing spirit, I’d like to give away some games!

To enter this giveaway, just share this post on Twitter, Facebook, or Instagram and tag me in your post so I know it’s been shared. I’ll choose one winner at random this Friday.

The winner will be surprised by a game or two of my choosing. This contest is open to residents in the continental United States only (sorry, but shipping is expensive!).

Thanks again to all of you who’ve connected with me during this last month. I appreciate you taking the time to read my blog.

Now go play some games!

Diamonds

Diamonds. Image from strongholdgames.com

Diamonds. Image from strongholdgames.com

I can’t believe my Blog Every Day in August Challenge is nearly over. This month has gone by FAST.

I’ve had a lot of fun writing about board games for the last 29 days. Of course, it’s not as fun as actually playing games themselves, but it’s given me a chance to connect with other gamers on Twitter. Thanks to all of you who have tweeted at me and re-tweeted me.

Today I’m writing about a game I’ve never played and don’t own, but that will change this Saturday.

This weekend is the third Strategicon event of the year, Gateway. Strategicon hosts three gaming conventions in Los Angeles each year on a three-day weekend (Orccon on President’s Day, Gamex on Memorial Day, and Gateway on Labor Day). One day I’d love to do an entire weekend, but for now I can only manage a day or two at each, which is fine by me.

As the saying goes, some gaming is better than no gaming at all (Is this an actual saying? If not, it should be).

Yesterday I shared my love of finding a good deal and every Strategicon has a flea market and math trade that are chock full of board game bargains. This Saturday I’m picking up a few games at Gateway via the flea market and one of them is Diamonds.

I’d never heard of Diamonds before, but I’m familiar with classic trick-taking games Hearts and Spades. While trick-taking games might not be my favorites, I’ve always wanted to add one to my collection (I liked Nyet!) and at a bargain price I couldn’t resist.

In Diamonds, each player is dealt 10 cards (or more, depending on player count). The cards are in the familiar four suits (diamonds, spades, hearts, and clubs) and instead of 13, there are 15 of each suit. Each player also receives a screen to represent their vault and three diamonds crystals (actual pieces, not cards) placed in front of their vault, aka their showroom. As the game progresses, they will be able to move diamond crystals behind the screen/into their vault.

To begin play, the first player plays a card face up to the middle. This is the current trick. The next player, if possible, must play a card of the same suit. All of the players do this and the player with the highest number in the current trick’s suit wins the trick. They take the cards played and place them in front of them.

What happens if a player cannot follow suit? This is what sets Diamonds apart from other trick-taking games and it’s what sold me on it. A player that cannot follow suit can play any card in their hand and take a special suit action. The suit actions are:

  1. Diamonds: Take a diamond crystal from the general supply and place it in your vault. Once a diamond crystal is in your vault, it cannot be taken away.
  2. Spades: Take a diamond crystal from your showroom and place it in your vault.
  3. Hearts: Take a diamond crystal from the general supply and place it in your showroom.
  4. Clubs: Take a diamond crystal from any other player’s showroom and place it in your showroom.

Also, after a player has won a trick, they get to take a suit action. For example, if I led with the 15 of hearts (the highest rank of any suit), I would then take a diamond crystal from the general supply and place it in my showroom.

Play continues in these tricks, with the winner getting a suit action, as well as anyone breaking suit receiving a suit action. When players are out of cards, the round is over. The player who has won the most cards in each suit receives the corresponding suit action. If a player has taken no tricks, then they get to do the diamond suit action twice.

The cards are shuffled together, dealt out, and the next round begins. Different player counts play a different number of rounds before the game ends. Players count up their diamond crystals and score points: 2x points for each diamond crystal in their vault (behind their screen), and 1x points for each diamond crystal in their showroom.

I love how the diamond crystals and the vault screen are integrated into play, with the theme being perfect for the game. Normally I wouldn’t be this fired up about a new take on a classic card game, but Diamonds takes well-known mechanisms and injects life into them with a few nifty actions. I can’t wait to play it.

My Growing Library

Games I Bought This Weekend

Games I Bought This Weekend

On the way to my fantasy football draft I picked up two used board games I won on a recent boardgamegeek.com auction: Takenoko and Imperial Settlers. I was pleasantly surprised when I opened Takenoko: although it was no longer in its shrink wrap, the cards were still in shrink wrap and the tiles were still unpunched. It was a great deal, paying less than half the MSRP ($50) for a brand new game. Imperial Settlers had a slight ding on its corner and two of the meeples were broken, but the meeples were the extras and I’m not worried about the box. Again, I paid less than half the MSRP ($50).

Yesterday I was in Orange County, which was excellent timing since I could pick up two games that I’ve been dying to get into my games library: Roll for the Galaxy and Star Trek Catan.

Roll for the Galaxy is awesome and it was the iSlaytheDragon.com Game of the Year for 2015, but I’m not very good at it. I always seem to be a step behind my opponents and haven’t gotten better than second place. Hence, my desire to own a copy: I need to learn the ins and outs of the game, the dice, the tiles, everything. I was close to pulling the trigger a few times on amazon.com whenever it dipped to $40, but I’m glad I waited. I managed to pay less than half the MSRP ($60) and I can’t wait to start rolling all of those dice.

Finally, Star Trek Catan was one of those on my Must Buy List, but it was never a priority until I found it for exactly half off MSRP ($50) in a boardgamegeek.com virtual flea market. I love the original series characters and their special powers in this version of Catan, which is definitely my favorite.

So for about the price of one brand new copy of Scythe, I was able to add four outstanding games to my growing library. I hope to add Scythe one day, but I’ll wait until someone’s tired of playing their copy so I can land another great deal. My bank account is thankful that I don’t follow the Cult of the New.

Istanbul

Istanbul

Istanbul

I missed my weekly gaming group last night, but thankfully my wife made sure I got my board gaming fix. We played our first game of Istanbul together and she enjoyed it.

Istanbul was the Kennerspiel 2014 winner, an award given to more “gamier” games. It’s easy to see why it won: turns are simple and elegant, with interesting decisions as the game progresses. The components are all top-notch and the rulebook is clearly written.

Players are in the busy bazaar district of Istanbul and are trying to accumulate 5 rubies (6 for two players) to win the game. Of course, these gems are scarce, so players must gather, sell, and trade resources to score one of the precious rubies.

Each turn players will do one thing: move. It’s that simple; you move horizontally or vertically one or two spaces.

Of course, that wouldn’t be much of a game, so players also have the option of performing the action depicted on their space: filling up their wheelbarrow with a particular resource, upgrading their wheelbarrow to carry more resources, selling goods from their wheelbarrow, gaining action cards, gambling for more money (lire), and more.

There’s one requirement, though, for performing the action: you must have an assistant with you. Either you use of the assistants you brought with you on your move or you use an assistant you previously left on the space. Players can find efficient paths on the game board (a 4×4 grid of separate tiles; these can be changed from game to game) and there can be several paths to victory.

I love Istanbul and I’m glad my wife liked it, too. We’ll be adding it to our growing rotation of game night titles.

By the way, it’s National Dog Day! Here’s our buddy Bruno wondering why I’m sticking my phone in his face.

Bruno is not amused.

Bruno is not amused.

Timeline

Timeline: Diversity

Timeline: Diversity

Timeline is a favorite among my gamer and non-gamer friends. It’s a light trivia game that can be played as a filler or as an introduction to the wonderful world of gaming.

The object of Timeline is to be the player with no cards remaining in front of you. Each player will receive four cards and all players must keep their cards in front of them with the date side down.

Each two-sided card contains one event; for example, one side might be “The Discovery of Machu Pichu” and the other side will again be “The Discovery of Machu Pichu” but will contain the year of the event. Before play begins it’s important to make sure all of the cards do not show the date.

The first card from the deck is flipped over so that its date side is shown. This is the beginning of the Timeline. The starting player will choose one of their cards and place it to the left or right of the Timeline card, signifying whether they believe their card occurred before or after the event. They will then flip over their card. If the year on their card has been correctly placed on the Timeline, then the player’s turn is over. However, if they are wrong, then the card is returned to the box and the player draws another card. Now, it’s the next player’s turn.

The Timeline will expand as correct answers are played and this is where things get interesting. It’s easier to place an event before or after one other event, but when there are several cards in the Timeline it can be tough to pinpoint exactly when an event happened.  What year was the toaster invented? Was that before or after the invention of the camera? And did it happen before or after Cinderella was written?

While I’ve never been good at memorizing dates, Timeline allows you to guesstimate when things happen. You can generally figure things out based on historical context, but when you’re off it can be hilarious. Almost every game I’ve played has resulted in at least one “Wow, I had no idea that happened then!” comment.

Obviously, like other trivia games, there can be limited replayability if you play enough and begin memorizing dates. Thankfully, there are several expansions and they’re all reasonably priced (MSRP $14.99; I’ve picked up copies on Amazon for as low as $8). It’s a much more fun and rewarding experience than Trivial Pursuit and other trivia games.

 

 

Wheeling and Dealing

Used Board Games

Used Board Games

One point I forgot to mention in yesterday’s blog about the Cult of the New: buying board games after they are no longer “hot” can save you money. They’ll usually be discounted if you wait a while (of course, you risk the price going even higher thanks to good ol’ supply and demand). Better still, wait long enough and you’ll be able to find them on the secondary market.

I love buying used games. My bank account certainly does and it’s always a treat getting last year’s hot title at this year’s bargain price. Games like the ones pictured above: the total retail price is several hundred dollars (the copy of Escape has five expansions inside of it) and I managed to score all six for $70. I still haven’t gotten Nexus Ops, Steampunk Rally, and Pingo Pingo to the table yet, but I’ve gotten my money’s worth from the others.

The Strategicon conventions in Los Angeles are excellent places for finding deals. Like other gaming conventions, each event has a flea market (and math trade) where gamers can unload wanted stock and buy or trade for new games. I’ve been able to build my collection at a fraction of what I’d pay in brick-and-mortar or online stores. I might not have the latest and greatest on the tabletop, but my collection gets a ton of bang for the bucks I’ve paid.

 

Microbadge 2016 and the Cult of the New

10x10 Challenge 2016 completed!

10×10 Challenge completed!

I completed my first 10×10 Challenge last month and today I received a microbadge for my boardgamegeek.com profile. After checking my stats I learned that I’ve played 16 different games 10 times each this year. Not a bad year so far!

Gamers often talk about the Cult of the New; that is, the desire of gamers to play the newest games. When you’ve been in the hobby for a while, the latest shiny thing will be that much more attractive than your shabby, well-worn copy of Catan or whatever gateway game is taking up space on your shelf.

I enjoy learning new games, but it often takes me two or more plays to grasp a game’s mechanisms, strategy, and nuances before I decide whether or not I like it. I just get a better feel for a game as a whole after multiple plays and I should know by then if I want to add it to my personal library.

I’m fortunate to belong to two gaming groups with various tastes; in one group I’ll find well-established games and some lesser-known or under-played titles while my second group has a new game or two nearly every week. Thankfully, both groups are accommodating; first, if there’s ever a game that can only be played by a certain number of players, we won’t play it if it means someone must sit out. I’ve always appreciated this because nobody is ever left out, which could’ve happened a lot whenever there were five of us at the table and someone wants to play something that only handles four players. Second, everyone must agree to play the proposed game. Again, people are accommodating and most are willing to try games that are unfamiliar to them. If we have enough players, we’ll split into two or more groups so that everyone can play something to their liking.

Games aren’t repeated from week to week too often, but whenever they are, I usually jump at the chance to play them again for the reasons listed above. And it’s helped me earn my first microbadge for the 10×10 Challenge.