Saturday, March 7, 2015

Board Game Briefs

Small World is a light, area-control game. At the start of the game players choose a pair of randomly assorted races and powers, each slightly different for added variety and replay ability. The different abilities effect the way you may play, either going for large land grabs or holding key positions. For example the Giants require one less soldier to conquer spaces adjacent to mountains and the wealthy power rewards you with 7 at the end of your first turn. With 14 races and 20 powers their are hundreds of possibilities. Throughout the game you'll vie for control of the most strategically advantageous spots on the board based on your chosen race and power while reaping the monetary benefits for doing so. The person with the most money at the end wins.
When I introduced the game to my friends I was relieved at how quickly everybody picked it up. The game can seem daunting to casual players due to the numerous tokens and specific rules for each race and power but fundamentally the game is quite simple. I honestly thought, as is often the case, that the person with the most experience, i.e. me, would win. But in fact somebody else won, and won handily. 

Small World is great for those who like a little more strategy in their lighthearted pursuit of world domination. There is enough complexity and variety among the different races and powers that it guarantees the games ability to stay fresh over multiple plays. You may figure out the general strategy of defending positions that net you great benefits but someone may have a race/ power combination that debunks that strategy forcing you to rethink your approach. With an average play time of around 60 Minutes, and easy to teach, simple rules that change only slightly depending on the race and power combinations you decide on, Small World is a great introductory area-control game and one I would highly recommend for just about anyone.

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Tsuro is a light, tile laying, route networking game. In Tsuro you lay down tiles, each with different routes, down on the board and follow the path with your dragon, represented by a token. The theme is pretty light and abstract as the game is supposed to be about dueling dragons but it's reduced to simple tile laying. Each player is a dragon charting a it's route through the sky, players routes can intersect forcing dragons to collide or fly off the board if either occurs those players are eliminated. Last dragon standing is the winner.
Tsuro is what's called an 'opener', pretty self explanatory, but it's the game you play while deciding what game you'll play next or while having a drink or snacks. Tsuro takes no longer than 20 minutes and the more players the faster it goes as players quickly fill up the board and eliminate each other. Tsuro is an odd game to recommend on the one hand, it's light, short, with gorgeous components. On the other hand it doesn't lend itself to many plays. It retails for about $20 and you can get a more robust game that won't get old as fast.

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