Corinth

Corinth

Corinth is a roll-and-write game about ancient-world trading with people who look friendlier and much, much cleaner than their probable real-world counterparts. Yay washing!

Corinth’s twist on the roll-and-write style of game is this: Each turn, the active player rolls the dice and puts them on a board of goods. There’s a set method to this; the player does not choose where the dice go. Instead, all dice of the highest number rolled go into the gold section at the top, and all dice of the lowest number rolled go into goats, at the bottom. The rest of the dice are likewise sorted by number rolled and placed in ascending order in each of the four goods districts. Each player, starting with the active one, picks a set and marks off a number of goods equal to the number of dice in that section.

This has a couple of effects that go against gamer (or math) reflexes.

  1. Although goats get the lowest dice and gold the highest, goats are not inherently less valuable, because you can as easily have fewer goats available during the course of the game than gold. It’s just a matter of how many dice end up in those sections each turn.
  2. It takes substantially fewer items to collect all the sets of goods in the higher districts, but it’s easy to underestimate how few shots you’ll get at them. To have any dice available in the highest district, all six numbers must be rolled on the nine dice (though up to three extra dice can be unlocked, which increases the odds a bit). This means that not only will it be fairly unusual to hit the highest district, there will rarely be more than two dice available, and if it’s not your turn it’s quite likely someone else will grab them first.

It creates, not a whole new road of thought, but more of an off-ramp on to a highway that leans a little bit away from strategy as we tend to think of it. You roll dice for the whole game, decide what to do with those dice, and the value of the dice never matter. It’s not complicated—once you understand that aspect, the game becomes much clearer—but it requires something different from the player, and that’s pretty cool.

As for the game itself, it plays in a pretty straightforward fashion. You get your goods, or spend your gold and goats on buildings, or move your steward around to get you bonuses. Each section has its own way to score; you also get bonus points if you’re the first to fill all the goods slots in a district, and the game is otherwise balanced enough that someone who locks up multiple bonuses stands a very good chance of winning. In four-player games, it forces people to decide if they’re all going to race for the easier districts or take a shot at picking up the more difficult ones and hope they finish their bonuses by the end of the game.

It’s a clever little game with good artwork and a requirement to think, if not totally outside the box, then over the open flap. 

3.9 out of 5 stars (3.9 / 5)

Twice as Clever

Twice as Clever

Twice As Clever

Is the sequel to That’s So Clever, in fact, twice as clever?

No. I don’t even know how you would calculate it, but it’s not twice as clever. I don’t think it requires you to be twice as clever, either. But it does require you to be more clever. 1.3x, perhaps. I suppose marketing hyperbole wins again.

If you’re not familiar with Ganz Schon Clever, there’s a review here already, but the short version is colorful Yahtzee with way more complicated scoring and the occasional chance to screw over your friends. Twice As Clever sets up a new board, a new set of mechanics, and some colorful new dice—pink and silver—take over from purple and orange. Every color works differently, however.

There’s also a new return mechanic. When you use one, you take a die off the platter and include it in your next roll (you can only do this on your turn). Like rerolls and +1s, you gain them as the game progresses and use them when you want.

The quick rundown of the new color mechanics:

Silver: There are four rows of each non-silver color from one to six. When you pick silver, you fill in that number for any color, along with every die you have to put on the platter because you took silver. This makes silver a potential way to get a ton out of your turn even if you don’t give yourself three choices, since in theory you can use a high silver roll to use all six dice immediately. In addition, it gives you an obvious chance to use the new returns.

Yellow: There are ten numbers in yellow—one 1, one 6, and two each of the other numbers. When you use yellow, you circle one of them. Circle everything in a row or column, and you get the listed bonus. However, to score points you have to roll the number again and X over the circle. This creates a dilemma between going for more bonuses (and points elsewhere) or scoring higher in yellow itself. It’s tempting to go for a ton of yellow points because the bonuses skyrocket, but it takes a lot of rolls to make that happen.

Blue: Like before, it counts as the sum of blue and white. Start as high as you can; each number after that has to be equal to or less than the one that came before. This is like a reverse of the purple line from the original game, except there’s no way to reset the count. If you put a low number on blue, you’re not going much farther without bonuses filling in the spots.

Green: Everything in green happens in pairs. The first number you want to be high, the second low. Your score for the pair is the first minus the second. There are multipliers on each box, and you get potentially higher pairs the further down the line you go.

Pink: You can put any number in this line at any time, and your score is whatever the total is at the end. This makes it “free” to use; however, after the first two boxes, each box has a threshold you need to beat to get the associated bonus. If you’re at the six threshold, you may want to stick anything in there in order to get the fox that comes afterwards, but for the best score you want to meet the threshold each time. (Really you want to get a six each time, but the odds on that…)

Twice As Clever is the first game with a new set of mechanics. You’ll like it as much as you liked the first game. If you didn’t play the first one, this one is only 1.3x more complicated, so you’ll be fine picking it up.

4.2 out of 5 stars (4.2 / 5)

Welcome To Your Perfect Home

Welcome To Your Perfect Home

If there’s a nightmare scenario in life, it’s living in a community where every house is exactly the same, all of you have to follow rules about keeping your home “clean” and your lawn “tidy”, and you swear that every one of your neighbors have a not-insignificant amount of Stepford blood in them.

Selling those houses, though… that’s a win.

Welcome to Your Perfect Home puts you in the role of a real estate developer with three long blocks of houses to fill—one of ten houses, one of eleven, and one of twelve. A fat stack of cards is split into three piles, each with an action on one side and a number on the other (with a small icon of the action on the flip side of the card in one corner). Each round, one card is flipped action side up, so each pile has a number and an action visible. Players choose one of these combos, put the number on one of the houses, and choose whether or not to use the action.

The goal is to fill all the blocks with numbers going in ascending order, while also pulling in enough points through putting pools in yards, investing in neighborhoods of certain sizes, and meeting other various goals to outscore everyone else. The game ends when somebody has a number on every house, or when someone marks off three stop signs (three instances of not being able to develop a house on a turn with any of the available numbers). It’s a roll-and-write game, although with cards rather than dice. Apart from fences, which you use to create smaller neighborhoods within each block, you mark off a spot for each action you take, which (potentially) earns you more points by the end of the game.

The first time I played this, I put together a flawless game. I mathed out how many numbers I would have available to fill in the number of spaces that would be left if I put number X on house Y, and did not waste a single turn. The game ended when all my houses were full, and all three of my opponents had one empty. Given that real estate bonuses for the blocks you have completed only count if all the houses on the block are full, that’s a nice edge to have.

I lost. Not by a couple of points, but by twelve (112-100). And that’s why I think this is a pretty good game.

Here’s the reason: when I saw I played a flawless game, it means I did not make any errors in figuring out what numbers to place where, and when. I strategized towards making sure all my houses were tagged, which is the end goal, and it worked perfectly. Yet I obviously did not play a perfect game, because I got noticeably beaten.

The nature of the card draw means you’re always playing the odds. There are enough cards in each deck that you can’t really card count effectively (if you can, you will be godly at this and you don’t need any strategy tips). But you have to take into account how many points you’re likely to score with each move. If you put a palm tree up in six houses across all three blocks, you’ll get twelve points. But if you fill them up on one block, the same number of palm trees will earn you more in sum because of the finishing bonus. You’ll probably have reason to take real estate bonuses before you’ve started forming your blocks, so do you choose a number and let that guide how you build? Will you build towards bonuses? Can you see what bonuses your opponents are going for, and can you beat them to the punch?

There’s probably some perfect strategy to the game that’s most likely to win as long as you get the cards you need. That last part is the key, though. Unless that strategy is the best under any circumstances, and you’ll only lose if you’re desperately unlucky—and, while unlikely, this is possible—you’ll need to know how to adjust. That’s where you get gameplay rather than rote memorization, and that’s what makes a game good.

4.2 out of 5 stars (4.2 / 5)


Ganz Schon Clever

Ganz Schon Clever


Did you know the word for “clever” in German is klug? Google Translate told me, so it must be true. Would we be looking at this game if it was called “Ganz Schon Klug”?

…probably. It has an English translation right underneath. Hell, we’d probably have fun shouting it at each other, with both arms firmly at our sides.

Ganz Schon Clever is the version of Yahtzee you would make if you were twelve, bored, and not challenged enough in school. It’s a game of efficiency in the name of randomness, of synergy and cascading points with a pool of resources unknown until they’re rolled, that is likely to let you feel very smart and die a little inside when you don’t get that last roll you need in the same game.

Each turn has one person as the active player. That person rolls the dice and picks one to fill a square of the matching slot on their scoresheet. (White has no spot; it’s wild and can be used as any color.) Any dice lower in number than the chosen die goes on the Silver Platter (a picture of a dish inside the box they included because organization is EVERYTHING) and can’t be used by the active player again that turn. All remaining dice are rerolled, a second die is picked, then the dice left over after that are rolled again so a third can be picked. After that, the remaining dice (usually three of them) are open for the other, passive players to choose from and put on their own scoresheets. All passive players choose at the same time, and can pick the same die. A round consists of each person getting a turn as the active player, and the game length is in number of rounds, determined by player count.

The first round is generally straightforward. You’re just getting started filling in the sections, and each section requires at least a few entries before they start offering bonuses. This goes on for part of the second round, but soon enough you fill in a box that lets you fill in a different box. Later, you fill in a box that lets you fill in a box that lets you get an extra reroll that you use later to make sure you get just the right die to fill in another box that lets you fill in yet another box. In addition, some of the bonuses let you use an extra die at the end of someone’s turn, which lets you fill in a box which can let you fill in a box that lets you fill in a box which lets you fill in yet another box.

It gets a little bonkers.

For as much as we might look at the title and say, “Yeah, good job Hans, call yourself clever, you arrogant prick,” it… really is clever. Here’s why: the game is based around understanding the odds of various outcomes, but none of it is complicated. If you realize it’s harder to get high numbers than low ones (because of the dice choosing rules), and that for the blue section (which adds two dice) it’s harder to get 2, 3, 11, and 12 than the ones in the middle, you can form a basic strategy for choosing dice and picking which boxes to fill in with your bonuses. From there, everything depends on how efficiently you can get from bonus to bonus, and how much you can limit your reliance on very specific die rolls in order to make your strategy pan out. You can easily play without wasting dice or feeling like you’ve horribly screwed up, but you will also never fill out the whole sheet, so it always seems as though you might be capable of just a little… bit… more.

I think I have a German chip in my brain, because I adore these types of efficiency-based games. Even taking that bias into account as best I can, I think this is really well done. Basic gameplay that keeps people from getting too frustrated, and the sense that there’s always a better way to proceed, both matter in the replayability of a game like this. Just like with 13 Clues, I can see the scorepad running out of paper at some point (albeit probably with a different group of players).

The only question mark is, why is there room on the back of the scoresheet to score all four players? It’s probably to make overall scoring easier, keep it on one sheet, etc., and it doesn’t affect gameplay, but everyone who’s played looks at it funny. The fact you have to flip it from vertical for play to horizontal for scoring is awkward. But as problems go, that’s a small one. Get this game.

4.3 out of 5 stars (4.3 / 5)

Bloodborne: The Card Game

Bloodborne: The Card Game

From Software is known for basically one thing: the Dark Souls phenomenon. In addition to the three Dark Souls games, this includes Bloodborne, a faster-paced affair still predicated on knowledge of enemy patterns, a high degree of skill, and grinding out some levels and items if your skill isn’t quite there.

The Dark Souls board game, for better or worse, stayed fairly true to these ideas, especially grinding through the same level to get stronger if you ran into a roadblock. Does Bloodborne in card form manage the same feat?

The Bloodborne card game looks like a psuedo-coop affair, where players work together to defeat monsters but try to end up with more blood echoes than their fellow hunters by the end of the game. ‘Pseudo-coop’, however, is overstating the cooperative nature. In reality, the monsters are something of a filter through which you fight each other. Non-boss monsters are either killed in one round or run away; boss monsters, including the final boss, stay and accumulate wounds until they die. If you damage a monster during the round in which it dies, you earn blood echoes and trophies in accordance with what’s printed on the card. Trophies lead to bonus blood echoes at the end of the game. If you can work it so you help kill a monster and someone else doesn’t, you gain an advantage over them.

Bloodborne is a hand-building game—you don’t have a deck you draw from, you just hold all your cards in your hand and discard them after use. One of those cards is the Hunter’s Dream; when you play it, you take half damage for the round, stash all your blood echoes, collect your discards, and choose an item from the three on display. Usually you go to the dream when you’re concerned about dying, because death makes you lose all your unstashed blood echoes, but it can also be beneficial to go when a strong item is available, especially if your absence will make it difficult or impossible for the other hunters to kill the current enemy.

Battling the monsters is pretty straightforward. Every card has an amount of damage that it does, an ability, or both. If the damage done amongst all hunters is enough to kill the monster, it dies. Of course, some items screw with other hunters if they use a certain type of weapon (ranged or melee), does damage to all other hunters or all hunters including yourself, or otherwise goofs with the math everyone is doing to figure out if they’ll survive the fight. After all, the monster swings first, and you only have eight health at most; you need to not just survive, but survive with enough health to make it back to the Dream on a following turn, unless you have a way to not lose your blood echoes if you die.

And this is where the game starts to collapse. Bloodborne is predicated on walking the line between life and death and being good enough not to cross over, or at least not too often. Damage is done via dice rolls, which is the polar opposite of this.

Now, a bit of unpredictability is ok. Calculating the odds may not be exactly how the video game works, but it’s a skill. How safely can I play this without letting my opponents back into the game? How poor are my odds if I make this risky play? Do I have to take that risk anyway because I can’t win if I don’t?

Bloodborne, however, amplifies this by putting faces on the dice with plus symbols. If you roll one of these faces, it does that much damage and you roll again. If a die has two faces with plus symbols, you have a one in three chance on any roll that you’ll roll again. One in nine times, you’ll roll three damage dice. That’s potentially once per game, depending on the dice of the monsters in the deck.

In addition, each die has a zero. So if you roll a red die for a monster, you have a one in six chance of it doing no damage, and a one in nine chance of it doing almost certainly half your life in damage. Yellows are slightly less bad in terms of top end damage, but you can still take a major hit, or no hit at all. But you have no way to plan for the damage any given monster will do. That’s part of what Bloodborne is about, knowing your margin for error and using it to the greatest possible extent. This game gives you none. It’s very unlikely you’ll take eight damage in a round, but that doesn’t really matter; if you get knocked down to two from full or high health, the next round you could easily die while trying to get into the dream. And taking four to six damage is liable to happen at some point, so you either play ultra safe or get lucky, neither of which are satisfying methods of play.

There’s an expansion out called The Hunter’s Nightmare. It adds many more monsters and end bosses, which are fine. You get two special abilities at the start of the game and choose one to keep; these are pretty fun. And it adds death tokens, so when you die your maximum number of each trophy type gets capped lower and lower depending on what killed you. I’m sure there are maniacs who think the game is too easy, but it’s neither too easy nor too hard—you might play better than your opponents, but how much you die is highly luck dependent, so being punished for death is the worst idea possible. You can leave it out, but holy hell, what was this guy thinking?

Maybe with a more lighthearted, screw-your-neighbor theme, this game would have come off better. As Bloodborne… it doesn’t give the sense of being Bloodborne at all.

Score: Two out of four umbilical cords.

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