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Module 5 — New Planets
Throughout the entire design process — from concept to finished product — was this idea of adding variety and options to the game. This is especially true with the New Planets module.
In addition to player home planets, Exodus: Proxima Centauri contains 36 planets divided into three types depending on which resources they produce — CP, Axinium, or Phasium.
Exodus: Event Horizon adds a whopping 23 additional planets! There are no new resource types, as adding new resources would either imbalance or complicate the game, without adding any value. Instead, the new planets added by Event Horizon introduce simple abilities in addition to the resources they produce.
No Resources: This planet produces no resources during the game. In exchange, it is worth 6 VP at the end of the game.
Barren: During resource production, roll a die. On a result of 4+, the planet produces normally. Otherwise, the planet yields no production that turn. If multiple players occupy the planet, each player will roll separately. Mining actions have no effect on a barren planet. It also never becomes depleted.
Finite: This planets has a finite number of resources. Once depleted, it can no longer produce resources. Mining actions have no effect on a finite planet.
Peaceful: A peaceful planet cannot be targeted by Rockets (WMDs).
Advanced (Transport): Each player who has at least 1 Population on the planet receives a 1 CP discount to any research of Transport techs.
Advanced (Civilian): Each player who has at least 1 Population on the planet receives a 1 CP discount to any research of Civilian techs.
Advanced (Military): Each player who has at least 1 Population on the planet receives a 1 CP discount to any research of Military techs.
Dual Resource: Two separate dice are placed on the planet. During production, both resources are gained and tracked separately. However, at the end of the game, controlling the planet is not worth any VP.
As you can see, the new planet types not only add variety to the game, they also introduce new and interesting abilities for the players to consider, but without making the game any more complex.
While the new planet types maintain a healthy balance between the VP they provide and the resources produced or other benefits provided, not all planet abilities will benefit all players equally. It is important for each player to trust their own skills when determining which planets are worth competing for and which are not.
Reaching the Horizon — Birth of an Expansion
Exodus: Event Horizon — An Increased Threat
Exodus: Event Horizon — Planetary Conflict
Exodus: Event Horizon — Into the Unknown
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Module 4 — Exploration
Exodus: Proxima Centauri is commonly referred to as a 4X game, and rightly so. It possesses the typical attributes you would expect in a 4X game of any genre — epic game play proudly borne by the pillars of the 4X genre — eXplore, eXpand, eXploit, and eXterminate.
Expansion is prominently featured in Exodus as the players colonize new planets and scatter their fleet across the solar system.
Exploitation of resources is a core aspect of Exodus, resources without which you cannot accomplish anything.
Extermination of your opponents' ships and the Centaurian Resistance is key to achieving victory.
Exploration, on the other hand, was always the weakest "X" in the Exodus: Proxima Centauri 4X experience.
Let's just come out and say it — Exodus: Event Horizon adds Exploration to Exodus: Proxima Centauri. In fact, there is an entire module devoted to this aspect, with several other modules to enhance exploration in the game.
This is not at all a complaint about Exodus or an attempt to "fix" anything. Instead, it is all about enriching the experience for you as a gamer.
First, let's begin the game with all hexes face down! That's right! All hexes (except the central hex or player starting planets) are placed face down during setup. Although the general distribution of resource types will remain the same as before, you will have to discover where certain resource types are located.
If all planet hexes begin the game face down, will the unknown locations of CP, Axinium, and Phasium be a hindrance?
They do not have to be. In fact, they should not be. Smart use of Trading (and Advanced Trading) can ensure that you have the resources you need. Improved drive Technologies will enable moving across the board more quickly once desired planet types have been discovered.
Before the game begins, you may also secretly look at one of the face-down planet hexes adjacent to your Home Planet. This allows you to make an informed decision about which planet to colonize first.
Alright! Tell me more about how exploration will actually function in the game!
Whenever one or more ships end their movement on a face-down hex, reveal the hex by flipping it face up, then draw an Event card and resolve its effect. If two or more players ended their movement on the same hex, the Event affects all players (unless the card says otherwise). After the effect of the Event has been resolved, place any resource dice and other tokens as applicable.
The Event deck contains three types of cards:
• Boon — a purely positive effect which directly affects the player(s) who first explored the new hex. In rare cases, a Boon may affect all players.
• Bane — a mostly negative effect which directly affects the player(s) who first explored the new hex.
• Neutral — an effect that can sometimes be positive, sometimes negative, and sometimes not impact you at all.
As a player, you have a choice. You can choose to take a risk and hope that the impact of any Bane Events is minimal, and plan accordingly. Alternatively, you can research the Sector Scan Technology and ignore the effects of all Bane Events. Keep in mind — Sector Scan only protects you against specifically marked Bane Events. Negative effects potentially caused by Neutral events cannot be avoided.
Venturing into the unknown is sure to be both exciting and surprising. However, the unknown dangers will also require good planning and adaptability for all players.
Reaching the Horizon — Birth of an Expansion
Exodus: Event Horizon — An Increased Threat
Exodus: Event Horizon — Planetary Conflict
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In the Exodus universe, humanity was rebuilt on the ashes of a former Centaurian empire. A Centaurian remnant would oppose human expansion and was waging combat in space, yet the planets were seemingly undefended and empty. And thus the idea was born.
Module 3 — Centaurian Outposts
Centaurian Outposts was the name of the very first module that took shape in what is now Exodus: Event Horizon.
The inspiration behind this module was multifaceted from the start. The desire for a planetary version of the Centaurian Resistance held so much potential! There would be surface combat; another source of victory points and other valuable rewards; an alternative to building a large fleet of ships; increased thematic depth and immersion.
There have been surprisingly few changes to this module. Certainly there have been a few balance changes, but you would recognize much of the spirit from the final version throughout the early drafts. The number and distribution of Outpost tokens has remained the same (10 blank, 14 level 1, 12 level 2; 36 total). There were four different technologies at the beginning, and there are still four, most of which have remained the same, at least in spirit.
Just halfway through our very first play test, it was clear that the Centaurian Outposts were here to stay! This new challenge felt so right, so thematic, and so natural. It was a bit punishing at first, however. Not in an imbalanced way; just in a way that felt unpolished.
Originally, Centaurian Outpost combat would happen only once per round — immediately after collecting resources from the planet. In theory, this seemed like a good idea — the Centaurians are upset because we are exploiting the planet's resources, so they attack us. But this ended up feeling a bit out of place. Why do they wait to attack until we collect resources? Why do they not attack us as soon as we begin colonizing the planet? The whole deployment/combat sequence also hinged too heavily on a really cool new Technology — Planet Scan. In reality this meant that everyone wanted to research that tech, which reduced the tech to a tax on the players.
In the end, I decided I wanted the players to be stronger. It is cool to be heroic! I wanted to give the players multiple ways of dealing with this new Centaurian threat, but without imposing game play requirements on the players.
The final version of the Centaurian Outpost module has brought it much closer to the main inspiration for its initial design — the desire for a planetary version of the Centaurian Resistance.
During the Upkeep Stage, each player places 1 additional Population cube on their Home Planet. Awesome! More Population means a stronger military force (more on this later). Alternatively, you can choose to spend your population to perform more Reactions, colonize more planets, etc.
Centaurian Outpost combat now happens during the Conquest Stage. Seems like a no-brainer now, but this was not always the case. Immediately after successfully deploying Population onto a planet with a face-down Centaurian Outpost token, flip the token face up. If the token is blank, remove it from the game. Otherwise, engage in combat with the Centaurian Outpost.
In the base game, there are 6 Technologies which directly deal with space combat, and a handful of others which can be argued are related. On top of that, you need to build ships, buy upgrades, repair your ships, etc.
Centaurian Outpost combat is streamlined and simple. There are only 4 Technologies related to surface combat. Individually, they are cheaper and more powerful than their space combat counterparts. You have the ability to cloak, avoiding combat altogether. One technology lets you roll 1 additional die against the Centaurian Outposts. Another technology reduces the amount of damage taken when the Outpost attacks. The final technology counts all results of 4 or better as successful hits. Together, these techs cost a mere 28 CP. There are no Upgrades to buy, no way to lose the benefit once acquired.
I also did not want Centaurian Outpost combat to bog down the game. Unlike combat between ships, a single attack roll constitutes Centaurian Outpost combat. To defeat the Outpost you must, in a single roll, score a number of hits equal to or greater than its level (1 or 2). If you win, collect rewards and remove the Outpost token from the game! In case of defeat, the Outpost attacks.
When attacking a Centaurian Outpost, you roll a number of dice equal to 1 + the number of Population you have on the planet. The Infrastructure tech lets you roll one additional die. If you have at least one Fighter ship in the hex, roll one additional die.
The dependency on Population also means that the Civilian Ships tech from the base game becomes even more attractive.
Since some form of expansion is necessary, regardless of your overall game strategy, it was important to me that the final version not be too punishing for any player, and I am really happy with the end result. Even though both the re-imagined Centaurian Resistance (discussed in the previous article) and these new Centaurian Outposts make the game more challenging, they have been met by positive feedback from the play testers.
As a player, you are provided with multiple ways of dealing with the threat posed by the Outposts. As in any conflict, there can be losses. But the rewards for defeating an Outpost are well worth the risks!
Come prepared. Emerge victorious!
But not all challenges have to involve conflict or even the Centaurians. Join me in the next article as we take a closer look at yet another thematic addition to the Exodus universe!
Reaching the Horizon — Birth of an Expansion
Exodus: Event Horizon — An Increased Threat
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From the very beginning, Exodus: Event Horizon was a modular expansion. The first detailed summary I sent to Andrei Novac (Nov 6, 2015; in response to his request for elaboration of my ideas) contained only three modules. However, this document really set the tone for the rest of the design and development process, and, quite frankly, also established how the expansion rule book would be approached.
The final version of Event Horizon contains 10 modules. This expansion was never designed to alter basic game play or intended as a "fix" to any perceived problems with Exodus: Proxima Centauri. The main design goal was always to add, enhance, and enrich gaming experiences fans of the game already love. It was also important to ensure that anything introduced in the expansion would integrate seamlessly into existing game play.
Today we are going to take a look at the first two modules in Event Horizon. They also happen to be the only two which directly affect existing mechanisms.
Module 1 — Bonus Actions
This module was actually one of the last to be added to Event Horizon. While the rules that accompany this module are extremely brief, its relevance should not be neglected. Bonus Actions are already part of the base game and play an important part in the overall game play. This module adds new cards to the mix.
One of the Bonus Action cards is a re-implementation of an older promo card (Supplies), although it has been updated and balanced to better fit with the rest of Event Horizon.
The other Bonus Actions are brand new and provide some very important benefits previously not available to the players "on demand". At first glance, the new Bonus Actions may not seem overly exciting. Of course, they were not necessarily designed to be exciting, only to be useful. Properly used, they can provide a valuable boost, especially when considering interaction with the other modules.
Accelerated Cloning allows you to immediately gain 2 Population on your Home Planet. This additional Population is an important boost for both Reactions and colonizing of new planets.
Nanobots with their ability to repair your ships can be a welcome boon after a particularly devastating round of combat or when fighting against the ever stronger and bolder Centaurians.
Additional Supplies can provide you with a timely Upgrade you desperately need and perhaps otherwise could not afford. However, ensure to Research the desired Technology first!
During game setup, simply include one or more of the Bonus Action cards from this module with those from the base game. I also included a variant rule: Each turn, the Vice Chancellor will shuffle and randomly draw six of the Bonus Action cards used in the game and make their selection from those six cards.
Module 2 — Centaurian Resistance
In the lore of Exodus: Proxima Centauri, humanity was on the brink of self-destruction. It tells the story of a nuclear war that devastated Earth, making it necessary for the human race to leave their dying world behind, seeking for a new home in the Alpha Centauri system.
On their exodus, humanity came into contact with a superior alien civilization, simply referred to by humans as the Centaurians. After learning of the exiles' predicament, the Centaurians guided the severely damaged human fleet towards a planetary system able to support human life. There the ships were repaired and outfitted for their final journey towards what was believed to be a perfect new home for the troubled humanity.
Even though the journey became a time of peace and respite, during which humanity forgot about inner strife and instead focused on enjoying advanced Centaurian technologies, peace would not last forever. Even before reaching their new home, the human factions again took up arms against one another, causing the Centaurians to interfere. As a result, each human faction was established on a different home planet in the Proxima Centauri planetary system.
The humans began the long process of rebuilding, ever guided by the Centaurian hosts. Eventually, however, the Centaurians announced their own departure. Only a small remnant of Centaurians decided to stay behind.
As humanity prospered, conflicts between the factions grew fierce. Other battles would take place, involving Centaurians who resisted the expansion and growth of the new human empires.
In Exodus: Proxima Centauri, the Centaurian Resistance is represented by tokens placed on the board during setup. Defeating any Resistance ship rewards the victorious player with valuable technologies or upgrades, with the option of foregoing the reward in exchange for end-game victory points.
Early in the game, engaging in combat against Centaurian ships would spell certain doom for a player. However, later in the game, the Centaurian Resistance would cease to be a significant threat. The latter was even more pronounced when playing with the Edge of Extinction expansion.
So, what changes are introduced in this module?
Even though the old Resistance cards are still used, the strength of the Centaurian Resistance has changed. Instead of three Resistance levels, there are now only two — Regular and Strong. "Regular" tokens replace the Level 1 and Level 2 tokens on the board, whereas "Strong" tokens replace the Level 3 tokens. Howbeit, the actual strength scales throughout the game! During the first turn, "Regular" is still equivalent to a Level 1 Resistance ship. But, later in the game, that "Regular" token may instead represent a Level 2 and a Level 3 Resistance ship!
Additionally, a defeated Resistance token is no longer removed from the game. The token is simply flipped to its defeated side and remains on the board. During the Upkeep stage, if no player controls ships in that hex, the Centaurian Resistance token is once again flipped to its active side.
As you can see — as the players grow stronger, so does the Centaurian Resistance, thereby proving to be a more consistent and balanced threat throughout the game than before. The Resistance also scales more quickly when playing with the Edge of Extinction expansion.
But it is not just in space combat where the Centaurians prove to be formidable opponents. Next, we will discuss other areas where the Centaurian civilization has grown and prospered, now posing a more significant threat than previously.
Reaching the Horizon — Birth of an Expansion
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Exodus: Event Horizon, scheduled for public release Q4 2017, is an expansion for Exodus: Proxima Centauri and represents the final chapter in the Exodus saga.
Exodus: Proxima Centauri is set in a future where the collective actions of mankind led to the destruction of our world, and where humanity had to seek a new home in the vicinity of Proxima Centauri, the closest star outside our solar system.
Nearing the end of the exodus, humans encountered an alien race, commonly referred to as the Centaurians. With the aid of the Centaurians, the six human factions which had departed Old Earth were able to rebuild on the ruins of the former Centaurian empire. Humanity once again prospered. Being on the brink of their own extinction, the Centaurians depart, leaving only a remnant of their once glorious civilization behind.
The first expansion — Exodus: Edge of Extinction — tells the story of how the six human factions rebuilt, developed new technologies, and ultimately returned to full-scale war against one another.
Event Horizon takes us right into the midst of the conflict. At the height of expansion, humans discover that pockets of the old Centaurian civilization have also prospered and regained much of their old glory. The war escalates to include the ever-stronger Centaurians as well. Through a twist of fate, a monumental event takes place: the Centaurians return, ready to exact revenge on humanity for the treatment of the Centaurian remnant! Humans must now unite against the Centaurians or face certain annihilation. Win or lose, this final conflict cannot prevent another disastrous process which is unfolding — the death Proxima Centauri.
How the Event Horizon expansion came to be is a unique story in itself. In the summer of 2015, as copies of Edge of Extinction were being delivered to Kickstarter backers, I eagerly played my copy as soon as it arrived. Even before the release of Edge of Extinction, Exodus: Proxima Centauri was my favorite game of all time. Naturally, I had high hopes for the expansion.
It is no secret that Edge of Extinction was a success! Reviewers and gamers alike agreed that the expansion took the game to the next level. Its seamless integration with the base game; the staggering amount of new experiences it had to offer, but without necessarily making the game more complex; the flavor and asymmetry of the factions; the way the expansion simply made the game better, in all aspects — all of this made for a very good addition to an already great game.
I was over the moon! Edge of Extinction was everything I had hoped it would be, and more!
My mind was running wild with hopes and ideas for what might come in a future expansion. Not only had Exodus: Proxima Centauri become more solidified as my number one game, its relevance as a prominent game had become reaffirmed.
I took notes of some of the thoughts and ideas I had. As time passed, I returned to my notes to make comments and develop the ideas further. After a few short months, I decided to share these ideas with one of the game's original designers, Andrei Novac. I really had no specific expectations with regards to the response. Maybe other expansion ideas were already in the works, or maybe he and the team at NSKN Games had altogether different ideas of where things should go next.
To my pleasant surprise, Andrei responded that he liked my ideas and asked that I would elaborate on how I envisioned them fitting into the game. After a few exchanges back and forth, I was asked to co-design an expansion with him! I had never expected such a response! The thought of my humble ideas making their way into an actual expansion for my favorite game was beyond anything I could have hoped for.
As time went by, ideas were developed into game mechanisms. Structure and balance began to form, and each idea grew into its own module. Over time, Andrei's liking for what I brought to the table grew into confidence that I could simply design the expansion on my own, while remaining true to the spirit of the base game. With that, he also asked that I increase the number of modules, to ensure viability as a large-box expansion, and to provide more enjoyment and value for any gamer who would acquire the expansion.
The order of the modules, as they are laid out in the expansion, does not reflect the order in which they were developed. Instead, they are presented in Event Horizon in a way that makes them easier to digest and implement for players. Over the next couple articles, I will present each module along with a bit of explanation of the process that went into its development, from early idea to final design.
A few days ago I had a very interesting conversation about cheating and cheaters in board games which made me think a lot more (than needed probably) about this topic. As it turns out, there are people who cheat while playing board games… and I am not talking here about poker for money or Russian roulette, the events in question are plain ol’ euro games, like Agricola and its kind. I must admit that it felt like a surprise to hear that, so I decided to internalize this idea and figure out exactly where I stand.
First of all, let’s take a look at why do people cheat:
- they do not know how to lose or they want to make sure they win,
- they have no moral compass and therefore do not care how they win,
- they want to win so badly that cheating seems the right path to take,
- they’re afraid of social exclusion because they cannot win and thus they cheat to improve their chances, etc.
I believe that most people have a moral compass and that they see cheating in games as acceptable because the stakes are low… at least the official ones. You play a game which is just a game, it does not come with any financial gain or punishment, it does not affect your future and it will most likely be forgotten in a matter of days, if not hours. Our morality mechanism doesn’t really engulf board games properly and thus it keeps some of us in not-so-tight ropes and we allow ourselves to cheat. Well, that was my first thought, but them I took some more time to look into that.
Why do people really cheat in a game with literally no stakes? First of all, that’s not true, there are stakes, even though it’s they do not seem life changing or material. It’s players’ self worth. Here’s what I think makes people cheat in board games and other low stakes endeavors:
- they associate winning with higher intelligence,
- they need social recognition as they believe others see winners in board games as smarter that people who do not win so often.
Ask people not why they cheat, but what does their performance at board games tell about them and you will most likely get at least a few awkward answers, you’ll find some people who dodge the question and try to escape with a joke. I cannot say how do these people really feel, but I suspect that they suffer from low self esteem, they want to prove themselves in your (the smart gal/guy who does not cheat) eyes and they have no idea of how to deal with losing.
In my opinion, your ability to win specific games or your ability to do well in certain genres tells this about you: you are good at that. There are things I noticed in my still rather short years of experience with board games:
- genius level IQ does not necessarily make one good at board games, it might but it doesn’t have to,
- being very good at one game (I have a friend who won 9 Terra Mystica games out of the 10 he played) does not make you good at all games (the same friend is not winning many games which have negative interaction),
- people with below average IQ and real problems in their day to day life can be brilliant at one or more games (my parents have a friend who can barely manage at his easy job, but he is one of the best bridge players I have ever encountered).
Losing and dealing gracefully with it is a matter of education and knowing your self worth. Cheating is the way of people to circumvent life questions such as “Who am I really?”, “Am I a smart person?”, “How do others see me and what do I do with their opinions?”. My only advice for those who cheat at board games is to… not. If you cheat, you will always know you did that, it will lower your self esteem ever further because you will never know if you could have done it without cheating. Even if you’re not caught (ever) and you get to win, people will only see you as a person who has a way with board games, but life is more complicated and cheating is not an option. You’re only cheating yourself.
As for how to deal with people who cheat… that’s the real question. A few years ago I would have simply said take them out completely of your lives, what’s the purpose of having cheaters around? Today, I believe there’s a better way:
- first off, catch them and expose them, but…
- do not make them feel ashamed and small (they probably do that already),
- explain to them that winning is not everything, losing is OK, the experience matters and it is about having fun, learning and spending time with friends and family, make them feel human again and give them another chance. Show them that you do not think less of them if they lose, but you will think less of them if they’re cheating again.
How would you deal with people who cheat?
Spiel Essen is once again behind us. It’s been crazier than ever, but this is not the reason you’re reading these lines. We’re gamers at heart and even though our daily effort is allocated mostly to publishing, we like to take time off and enjoy opening games, punching our tokens and inhale the smell of freshly printed cardboard. It is also becoming a tradition to have a weekend long gathering of friends and play as many Essen titles as we can.
This year, our board games party coincided with a local bank holiday, so instead of some mean 48 hours of non-stop gaming, we were able to extend the event to four full days and expand our range from strategy to kids games, enjoying, talking about and criticizing a whole trunk full of games, out of which a few were absolutely amazing. To top this, the setting – a wooden house in the middle of the lake district of Poland, surrounded by trees and serenity, made it into an unforgettable experience.
Without any chronological order, here’s what I played and what I am left with…
Terraforming Mars was by far the most hyped game over the summer and the first autumn months, so I was obviously very curious about it, especially since my friends advertised it as “better than Through the Ages” which is one of my favorite all-time games. I played a Polish copy which got me a bit worried at first, but the symbols on the cards made the game almost language independent. The game play is rock solid, the decisions are right where they should be, there’s fierce competition for prime spots on Mars as well as for the best or rather most suitable cards. The artwork blends perfectly with the theme, giving this game the epic feel I was expecting. For me this is the first straight 10 of the year and by far the best game of 2016!
Another game which came with high hopes was The Colonists. The price point, heavy box and the promise of a very solid euro, bordering a civilization game made me want to play it almost as badly as the aforementioned Terraforming Mars. The game plays through four ages, taking 5+ hours and huge space on the table. Sadly, that’s about all it does. By the end of age I it seemed like a very cool game, with meaningful decisions and a strong preparation for age II. In age II we were all able to create combos, little working ‘industries’ of resources and points, but the game started feeling samey. Age III was the last we played as we were approaching the 6-hour mark and the game felt already stripped of meaningful decisions. A good game creates complexity through smart mechanisms, while this one does it by adding more and more components. It’s not a bad game, but it does not live up to its promise.
Then came Islebound, a game we managed to get at Gen Con but did not have time to play until last weekend. It is an excellent game, walking well in the footsteps of Above and Below, with the same thematic feel and sharing some game mechanics, yet fresh and immersive. The fact that a 10-year old was able to play and be competitive made an even stronger impression. All I can add is that I enjoyed every minute of the game and I am very happy that it made it into our collection.
Stefan Feld’s The Oracle of Delphi also came with great expectations. Unlike many of my friends, I am not a Feld fan and while I usually enjoy his games, I do not find them unique or special enough to make into my top ten. I am happy to report that in this case the game play exceeded the already high expectations. The Oracle of Delphi is an excellent dice + racing game. The luck factor is limited by mitigating factors, the player powers are small but meaningful, encouraging diverse strategies, the iconography is good and for a race game I cannot see how it could be better. The dice manipulation is implemented in a smart way, so the point to point movement and the pick-up-and-delivery is complex enough to generate a wide range of approaches. The game offers an epic feeling and the satisfaction to have raced, whether you win or not.
ICECOOL is a completely different dish. First, I must complement the publisher for making a smart and ergonomic game box/board. The box-in-a-box-in-a-box is very effective, the game is easy to set up and even easier to play. It’s a flicking game, so you’d think not my cup of tea… yet I enjoyed it enough to play it several times, with a mixed group of kids and self-respecting adults, having loads of fun. I must admit that I would not play it again and again as my fingers hurt and I find it a bit repetitive, but it’s a challenge to defeat a bunch of 10-year old kids at a game they have been ‘built’ to play.
So, how about some Adrenaline? In my opinion, this is a Euro disguised under a shoot-em-up coat, ready to entertain players who enjoy a healthy victory point competition as well as Doom/Quake/Counterstrike nostalgics. I must admit that when I was a kid I was pretty terrible at first person shooters, so I had the chance tp redeem myself and kill a bunch of misfits in Adrenaline. Even though I did not win, I came close enough. The cool part of the game is the presence of the negative interaction (shooting at and killing other characters) which does not bother anyone at all. It is a game about shooting in the end, but as you die and re-spawn immediately, you’re totally OK with this, sometime even asking players “shoot me, shoot me!”. Overall, Adrenaline offers a fresh playing experience and it should soon find a place in our collection.
Eurogames are the most popular in our group, so we could not go through a long playing weekend without at least a few proper euros. Ulm was the first on the list and it is a solid game. We played with the full array of components for the expert variant and it was worth it. The game play flows well, with very little down time, it allows different strategies, there is even a race component to the game which makes it more attractive and the worker placement mechanism is replaced by a push mechanic which adds an element of randomness to manage.
In the break from mind twisters, we focused a little on race and party games. Chariot Race is a good racing game, spoiled by the quality of components and the lack of artwork. It is still fun to roll the dice, race and deal a bit of damage to the other competitors, while leaving behind traps… even if you’re the one falling in them. HOP! is the opposite side of the spectrum, with amazing components, but lacking in game play. The game look gorgeous and if it were just a toy I would happily rate it a 9, but for a game – even a children game – it is underwhelming to say the least. The beautiful minis could be simple wooden cubes, the 3D board could be a single card scoring track and the game play would be exactly the same.
The last game worth mentioning is Bohemian Villages. It’s a small and rather simple dice game, which promises very little and delivers so much more! You roll your dice and assign your subjects to various buildings in several towns. Every building scores differently and you can make as many dice combinations as you can imagine. A low roll is not a bad roll and the designers have clearly done their research, because the most probable rolls are assigned to building which score throughout the game, while the least probable outcomes for those to be scored at the end, giving everyone a chance to get back in the game even after a slow start.
We have returned from Essen, and as always, we are tired but happy. The scale and sheer energy of Spiel is something that can surprise even someone who has been an attendee for the last five consecutive years. However, this post is not about the fair in general, but more of a single interesting experience.
As always, while attending Spiel, we tried to have at least a moment to look at games that were not ours. Let me tell you, with two booths (one belonging to NSKN Games, and one to Strawberry Studio, our microgame division), it was not easy. In fact, I can honestly say that apart from being the biggest Spiel for all of us yet, it has also been the most tiring. Miraculously, none of the core NSKN Team came back with a con flu, which I consider nothing short of a small miracle.
Pre-fair shenanigans at the NSKN booth, with my lovely wife.
Despite having a lot of work, a lot of people to talk to, and a lot of fans and friends to see, I managed to get a bit of time off together with my wife, which we decided to use in order to find some interesting games to get, and then play at home, after we have slept for about 24 hours or so. The ultimate outcome of the time we spent roaming the halls materialized in the form of a small pile of games, the best of which I will be talking about in another post next week. For now, I will mention only one.
Aeon’s End has been on my radar for some time now. To anyone who knows me personally, or simply knows my work, it should come as no surprise. I enjoy card games, specifically ones with a deckbuilding element. I also like fantasy settings, and I rarely pass on a cooperative game. For those reasons, we stopped at the Indie Boards and Cards booth to play a few turns of the game, and decide if we want to take it home.
We sat down and started the first round: there I was with my lovely wife, another man that wanted to explore Aeon’s End, and one of the staff, who quickly and clearly explained the basics of gameplay, so we were making our first steps as Rift Mages in no time. When he mentioned that none of the personal decks are ever shuffled, and instead a discard pile is simply turned over to form a new draw pile whenever a player runs out of cards, I remarked that it is a bit like Mistfall, trying to solidify my grip on the mechanisms explained by comparing them to a structure that is more than well known to me – and to my wife. The answer came quite quickly: “Yes, but this game is so much better than Mistfall”.
As I was considering my options, my wife cracked and started laughing, and knowing that it will probably become apparent sooner or later (I was wearing the red NSKN Games t-shirt), I introduced myself and simply said that Mistfall and Heart of the Mists are my designs. For a moment the man seemed terrified, then his face turned red. He started apologizing, and I quickly reassured him that I know no offence was meant, and that none was taken. Yet, there is a valuable lesson here.
So, is everyone ready? 'Cause me hand is shaking a bit.
At the NSKN Games booth we had both Exodus: Proxima Centauri, as well as Exodus: Edge of Extinction, and I’d have to lie if I wanted to say that neither Twilight Imperium, nor Eclipse were ever mentioned. People often asked how our own space 4X strategy compares to these two great games, and I would offer my analysis. If a question of quality appeared, I would simply say that I personally prefer the experience offered by Exodus. I stayed far away from saying that one game is simply better than the other.
We all have our tastes, and we have the right to speak our mind. I’ve been asked multiple times to compare Mistfall and Heart of the Mists to Pathfinder, and I have offered a list of similarities and differences, not hiding the fact that I liked my own design better, if anyone asked about my personal opinion.
The Strawberry booth brimming with life and the joy of gaming.
The world of board gaming is filled with excellent games, and it’s hard to find one completely unlike any other. Lists of “games that fired other games” are a common (and usually extremely lengthy) thing, and I think it’s great that a cornucopia of gaming goodness exists, allowing us to find games that are closer and closer to what we personally consider perfection. Hence, it’s simply impossible to discuss one game without comparing it to others, and that’s great as well, as we can easily build clear images of the experience a given game has to offer.
That being said, if you’re a demo guy (or gal!) for one publisher, it’s probably best not to make absolute judgements about games published by someone else. Simply saying that Game A is better than Game B may backfire in a truly ridiculous fashion (honestly, the person who presented Aeon’s End was really unlucky that one time), or – more often than not – alienate a potential newcomer, who is already a fan of a product that is deemed inferior.
Magic indeed. Not street magic, though. More like ancient nordic magic.
Finally, and just to nicely wrap it all up, I want to say that it looks like Aeon’s End will make its way to my post about Spiel 2016 games I enjoyed. I don’t enjoy it more than my own design, but I do believe that it’s a pretty awesome game.
If you’ve been following NSKN Games or the Mistfall universe, or if you are among the backers of our most recent Kickstarter, you already know of the existence of Shadowscape, a game separate from Mistfall and Heart of the Mists, but set in their shared universe. Finally I have the chance to show you a little more of the game and discuss its future, so whether you’re already a fan or just hearing about Shadowscape for the first time, you should be able to find some answers below.
Unlike the heavier and more involved Mistfall and Heart of the Mists, Shadowscpe is a lighter, more agile game with a dungeon-crawling theme. Since the first design decisions made, I was aiming at creating a fast-paced experience based on managing one’s tableau and hand of cards, and a healthy dose of tactical movement.
Some of the inspirations thus included games like Dungeon!, Drakon, Cave Troll or the Dungeoneer series. The aim was however not to lift some of the mechanisms, but to create a similar atmosphere and feel, while building a game that would stand out mechanically.
Sample Whisper Cards
The Flow of Shadowscape
The original idea for Shadowscape was to make a highly competitive game which would see players working to outmanoeuvre each other while racing to be the first to claim objective cards. However, as the Kickstarter project for Heart of the Mists continued, we also developed a fully cooperative option for those who wanted an experience more similar to that of original Mistfall.
Regardless of the mode, on their turn each player chooses two from a set of four double-sided Hero ability cards, in order to move, search rooms, fight monsters or heal. A chosen then flips to its other side, revealing an alternative ability which could be used (and flipped back) next turn. A player can also boost each of their actions using Fate cards from their hand, in order to move further, strike harder or be more vigilant when looking for treasure.
All this is done to meet requirement of Whisper cards – each with its own objective, and each that a player may claim if they meet a set of conditions. In the competitive mode players try to outwit each other and collect as many Whispers as they can for themselves, while when playing cooperatively, they are trying to beat the game clock and claim a certain number of Whispers before their time runs out.
Sample Fate Cards
Fate of Heroes
One of the most important elements of the game is the Fate deck. Each Fate card comes with two icons (each corresponding to an action), two abilities, and a monster symbol. While in a player’s hand, a Fate card can be discarded for one of the symbols in order to boost an action, or it can be played for its ability (one ability is used in the competitive mode, the other when Shadowscape is played cooperatively). The monster symbols are used at the end of each player’s turn, to spawn and move enemies around the dungeon.
Deciding when and how to use Fate cards is crucial in building strong plays. A player’s hand is not replenished automatically, so setting yourself up to fill it with new cards is also an important concern. Learning how to manipulate Fate is thus a key factor in winning (or losing) a game of Shadowscape.
Sample Equipment Cards
If you found the above interesting, join me in a week from now, when in Part II I will talk about the lore of Shadowscape (or why Heroes now fight each other), and of the future of Shadowscape as a game.
It’s been some time since Simurgh: Call of the Dragonlord found its way to our Kickstarter backers, and although the game is not yet widely available, I’ve had the chance to read some reviews and talk to some people who played the game with the expansion.
So, it looks like Call of the Dragonlord is a success, as reviews and opinions clearly suggests that the game is better when played with the expansion content. This warms my heart especially, since I had the privilege of being Dragonlord’s lead designer, and I was given the opportunity to leave arguably the biggest mark on what turned out to be its final version.
What I personally consider the biggest advantage of Call of the Dragonlord is its modularity. Because of that it was much easier to work on it as a design team. Each of us could develop their own ideas, knowing that we could iron out the wrinkles created by interactions later, and that introducing different ideas would not lead to one designer stepping on another’s toes.
Right from the start we knew we would want to put a lot of content in that gorgeous box, so apart from the comfort of being able to really work a lot into Call of the Dragonlord, we also knew we would be dodging some bullets. Most notably, we managed to evade making the game bloated, heavy and as unwieldy as many competent games that are crippled by expansion overflowing with new mechanisms, ideas and content.
Instead of making the game heavier, much longer and more complicated, we opted for the ability to customize and create a higher level of complexity of gameplay, and not really the rules. As we were progressing, I was firmly clinging on to the lesson of Arkham Horror – a game I used to love, and a game I parted ways with without a second thought the moment I understood its expanded form became a bloated horror that threatened my sanity whenever I tried to refresh on all of the rules.
Yet, with all the content Call of the Dragonlord brings to the table, I personally typed up the words: “We strongly recommend that you play Simurgh a couple of times before you start adding any elements of the expansion”, knowing that when mixed all together, Simurgh and Call of the Dragonlord might be a bit to heavy even for a seasoned gamer.
Today I see though that our ideas were good, and I know that our hard work paid off. People customize their Simurgh experience, and Call of the Dragonlord seems to be considered a great expansion. I can only agree, as even though I am one of its three fathers (don’t get me started on the intricacies of dragon breeding), it is also one of the products by NSKN that is played most often in my household.
So, for now the only thing left for me to say is: I hope you have as much fun playing the game as I had working on its various elements. If you did (or did not), I’ll be glad to get your feedback. And seriously, if you’re playing Simurgh for the first time, keep your hands out of the expansion box. Even a dragon first learns to walk, before it masters the art of flight.
Oh, and one more thing: we are thinking of another modular expansion for another of our games. It is a story for a future post, but nobody will stop you from making educated guesses…
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