geek
The Hotness
Games|People|Company
Rules | Subscriptions | Bookmarks | Search | Account | Moderators
Recommend
15
4 Posts
New Thread | Printer Friendly | Subscribe  sub options | Bookmark
Your Tags: Add tags
Popular Tags: [View All]
Andrew Rae
New Zealand
Wellington
flag msg tools
Avatar
mbmbmbmbmb
Khronos » Forums » Reviews
A good friend or a passionate lover
A space rocket is beautiful to look at in that industrial metallic kind of way. One can enjoy space rockets not just for their sleek style and raw power but for the promise of what they may achieve or discover on their journeys to come. And so with all this talk of time travel and three stellar looking boards I felt quite excited about the promise of Khronos.

Time travel is a difficult thing to implement in any shape or form. Does 'Doctor Who' really work, what about all those paradoxes in 'Back to the Future'. The question of time travel becomes, can you make a believable story out of what you’ve done. This question is particularly hard when it comes to board games because there is so little opportunity to explain yourself. You want to avoid the situationwith Bus where the time stop mechanism destroys the plausibility of the game.

Well Khronos does a great job of the time travel by keeping it simple. The basic effect is that buildings ripple through time. So by building in age 1 you will see effects in ages two and three. The concept is simple, it impacts greatly on game play and there are always ways around problems. The whole effect is a set of complex thoughts that take significant practice to readily understand and implement. The complex problem solving makes me think most readily about Tigris and Euphrates in that the problems become simpler with time. And yet the mechanic and rules governing this aspect of the game are difficult to explain and take time to settle in your mind.

Khronos is an attractive game with simple components and little fuss or trouble. The game makes use of cardboard tiles, wooden cubes and is solid and modern in its implementation if not remarkable.

The game is something akin to area control, in that domains are formed and scored by the person with control. In this case control equates to the biggest building of a particular type. The size of the scoring depends on the number of a different type of building and each of the three boards scores separately. The concept of playing over three domains is certainly interesting and forces some interesting tradeoffs. No player scores on more than two of the three boards either, encouraging diversity among players.

The game becomes easier over time. If at first you are a little overwhelmed by the rule instruction do not fear. Perhaps this is a game best learnt by playing because in the application comes the understanding. The process of understanding how an action on one board will affect the later boards in the time sequence takes time, but it is well worth it. It is worth noting the game plays better with the optional card replacement rule as well, otherwise you can be left feeling powerless to the cards when you really want to do something.

Khronos offers a new experience. No one can accuse it of lacking originality. What perhaps it lacks is a little umph. In a sense it seems to meander along and could suffer from a dose of AP. Everything seems good about it but it just didn’t make a strong impact on our group. Perhaps it is just an intangible ‘playability’ that it lacked I’m not quite sure. Still even if the them is simply tacked on I like the thinking behind this one and it offers more on subsequent plays. If you have ever been on date and come away thinking … “shes a nice girl but there was just no chemistry” you might now how I feel.

My conclusion? Khronos is a good friend and not a passionate lover but heck beauty is in the eye of the beholder so this might just spin your wheels.
Doobermite
United States
Chester County
Pennsylvania
flag msg tools
mbmb
Nice review. I enjoy the game a lot and would like to comment on a few points.

Quote:
The complex problem solving makes me think most readily about Tigris and Euphrates in that the problems become simpler with time. And yet the mechanic and rules governing this aspect of the game are difficult to explain and take time to settle in your mind.

You are right. The rules are hard to teach. But once you've played a lot the rules seem easy. The game needs to be experienced in order to contemplate the tactics and figure out how to dismantle a player by the end of the 2 scoring rounds. Once a player has a strong domain it may be hard to get into that domain, especially if you draw bad cards. But the ability to remove a small building right before scoring could prove very profitable. Otherwise, it's best to shift your focus to another age and score there. I love Tigris and Euphrates as well and would say that T&E is a better game with more depth, but somehow Khronos has been more fun with my group.


Quote:
It is worth noting the game plays better with the optional card replacement rule as well, otherwise you can be left feeling powerless to the cards when you really want to do something.

The Hold' em rule definitely makes the game easier by giving more options for card play and helps relieve some of the bad card draws. However, I find it takes away from some of the element of surprise and removes a lot of the function of the money, besides having the money count as victory points. I think the game is more fun and challenging without it. You simply have to make the best of your cards. Remember that you can hold onto cards into the next round.


Quote:
My conclusion? Khronos is a good friend and not a passionate lover but heck beauty is in the eye of the beholder so this might just spin your wheels.

Well this game is definitely one that clicked for me. I love the game and find it interesting and fun. It's one of the few games that, while not perfect, has managed to be involving and addictive.

Last edited on 2008-05-03 17:27:06 CST (Total Number of Edits: 1)
Seth Jaffee
United States
Tucson
Arizona
flag msg tools
designer
Avatar
patron05060708
mbmbmbmbmb
dbmite wrote:
The Hold' em rule definitely makes the game easier by giving more options for card play and helps relieve some of the bad card draws. However, I find it takes away from some of the element of surprise and removes a lot of the function of the money, besides having the money count as victory points. I think the game is more fun and challenging without it. You simply have to make the best of your cards. Remember that you can hold onto cards into the next round.

Um... not in the basic rules - you have to discard unused cards and draw a new 4 for next turn. This is why the "Hold'em" rule is better than the basic rules.
Doobermite
United States
Chester County
Pennsylvania
flag msg tools
mbmb
Quote:
Um... not in the basic rules - you have to discard unused cards and draw a new 4 for next turn. This is why the "Hold'em" rule is better than the basic rules.


That rule was changed in the second edition. The new rule states:

"If the player does not wish to use all 4 of his cards, he may discard the unused cards or keep them for the next turn."

(2nd edition rules, page 3, under Using Construction Cards.)

Front Page | Welcome | Contact | Privacy Policy | Advertise | Support BGG | Feeds RSS
BoardGameGeek and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.