Welcome to The City of Sacred Birds

In Quetzal, you are an archaeologist with only five days to explore the great city — and you’ve got competition! Here’s how it works:

First, everyone rolls their meeples. No, I’m not kidding – this will determine your team for the round. Any meeples that land dark side up will be adventurers, light side up will be archaeologists, and on their side or standing means they can be either; for each meeple that’s standing, you also get one coin. Your character meeple (as opposed to your team meeples) will always be usable as either color, but you roll it anyways in case it lands upright.

Which type you roll matters because of step two: placing the meeples. You see, while there are several locations on the board, which pieces you can place there are limited by their type. While some places have no such restrictions, some, like the Black Market, will only take one of the two, and others like the Temple Surroundings will take either, but all pieces there have to be the same type. The Temple Surroundings are an example of a bidding location (orange), meaning you can one-up each other’s meeple placements, with the caveat that they all have to be the same type as the pieces first placed there. The other player gets their displaced meeples back to put somewhere else, too, so don’t push the bid too high! Non-bidding locations are either one meeple per space (yellow) or places where multiple players can coexist (green), and vary whether there’s a price in coins to explore there.

So what do these locations do? Coincidentally, that’s step three, activating the locations. The only location that gets activated before this step is the Camp, which activates as soon as you place a meeple there, allowing you to immediately gain 1 coin and reroll one of your unplaced meeples; if it lands standing, you get an additional coin. The rest of the locations activate once all meeples are placed, in the following order: The Stela of Knowledge, The Temple, The Temple Surroundings (a, b, and c), The Black Market, The Village, The Harbor Master’s Office, and finally, The Ships. Each of these has a different effect. For instance, the Temple and its Surroundings allow you to collect the Artifact cards associated with them, which you can later deliver to the Harbor Master’s Office or The Ships for victory points — a complete set is three of the same kind, but there are smaller rewards for two or one.

The other major collectors’ item is Upgrades, which are acquired in The Village. A couple of these activate immediately as one-time bonuses; the rest are equipped as continual benefits. You can see one of each in the photo above — the red X on the left Upgrade indicates that it’s a one-time use (gain 5 coins), and the one on the right allows you to exchange 3 coins for one Discovery point whenever you so choose. As you can see, each player has slots to equip up to two Upgrades at a time, plus a personal Upgrade discard – this is important because Upgrades grant you victory points at the end of the game, regardless of whether they’re equipped.

I mentioned Discovery points – these are signified by the bird symbol, and tracked along the top of the board. When you reach certain points on that path, you get additional bonuses, such as coins (the cross in a circle), victory points (the rising sun symbol), and Upgrades (the crate). Discovery points, victory points, and coins are also bonuses on some of the Artifact cards, redeemed when those cards are delivered.

There are a couple modifications made for a two player game. The most significant of these is the Automaton deck, which simulates a third player by dictating the placement of a third set of meeples. These can be kicked off of bidding spaces the same as any other piece (and won’t be re-placed, because there’s no player to choose its revised placement) but if it’s in a unique (yellow) location that you hoped to visit this round, tough luck. This is especially hampering if it takes one of the higher Temple spaces, because then it has first pick of the Artifacts there… and, of course, it takes the highest value ones first. If its choice is between multiple cards of the same type, it also has a hierarchy of bonuses, which I thought was quite thorough of the creators. Unfortunately, these cards go straight to the discard.

At the end of the round, all empty Artifact and Upgrade spots are refilled, the Plane token is moved one space on the turn track, and if you’re playing with the Automaton, you draw its next placement. If the Plane token is already on the 5th space, the game ends immediately, and scoring happens. Conveniently, most of the scoring has already been tracked over the course of the game, so there are only a few additional points to be doled out. First off, whoever has the First Player marker gains two victory points — this isn’t necessarily whoever went first, mind you, because The Stela of Knowledge location lets you steal the marker, as well as gain a Discovery point. Not bad, right? Especially if you go there on round five, so the other player has no chance to steal it back. Anyways, the other two additional point factors are remaining coins (one victory point per three) and, of course, Upgrades. Whoever has the most victory points wins, or in case of a tie, the most Discovery points!

This game is a lot of fun, and it does a great job of balancing its many mechanics in a way that’s not overwhelming. In the two-player version there are some spaces that don’t get used, and I love that they use covers to make those blend perfectly into the image. Which is just icing on the cake, really, because this board is gorgeous!

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It Seems There’s Been A MixUp

Have you ever thought maybe Connect Four needed a remix? Well someone definitely did, because they invented MixUp!

MixUp a little more complicated than regular Connect Four — instead of having two colors of pieces, one for each player, it has three colors (blue, green, and red) in a mix of three shapes (moon, lightning, and raindrop), which both players are free to use.

At the start of the game, the players choose their objectives – one will be aiming for four in a row of the same color, while the other will be trying to do the same with shapes. (For anyone not familiar with Connect Four, this is done by taking turns dropping one tile to the bottom of its column, wherever that may currently be, until one of you makes an unbroken line of four in any direction.) The result of this is that victory conditions are no longer in direct conflict, so something your opponent placed may become the key to your success, especially if you’d both forgotten that two-by-two squares are a valid victory condition in this version of the game. Whoops. On the flip side, it’s a lot easier to miss when someone’s getting close to winning. (I staged the above game for photo purposes by playing against myself; I was legitimately trying to strategize for both sides, and set up an amazing ‘whichever spot you block, I’ll win with the other’ situation… completely by accident. It was wild.)

All in all, I think the MixUp mechanics make Connect Four much more interesting; just be aware that it’s more challenging, too.

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Welcome to the Doodle Dungeon!

There aren’t a ton of games where you have to draw your own board, but in Doodle Dungeon, it’s not just setup — it’s part of the fun!

The concept of Doodle Dungeon is that you’re the proud new owner of your very own Dungeon, purchased at a surprisingly affordable price… because, as it turns out, it’s just a cave. Hero season is rapidly approaching, but before you can slay the foolish adventurers, you need to hire your monsters and lay out your traps!

This is the first phase of the game. Trading off the starting player token (pencil sharpener) each turn, players go around the table choosing one of the face-up cards; there will be one more than there are players. The bottom part of the card you pick will determine what you add to your dungeon this turn. Note that if it’s a trap, goblin, orc or dragon, it has to have at least one open space between it and any other trap/monsters. Don’t worry though, you can make sure the hero gets hit by ’em all anyway with… walls! Walls usually come first on the card, which you address from left to right, and also come with set configurations — for example, two adjacent spaces and then a diagonal — but you choose how to orient it. The only other rule of placement is that every non-wall space must be accessible and not completely blocked off. And don’t worry, there are stencils for all of these, so while the faces are at-your-own-risk, the shapes are uniformly recognizable.

There are two other additions during the drawing phase: treasure and improvements. When you get a treasure, you write down its location secretly, on a separate sheet — it doesn’t have to have a monster on those coordinates when you place it, but if by the time you’re scoring there either is no monster there, or the monster is dead, you don’t get the points for having it. How many points it’s worth is determined by improvements, and so are several other important factors. These are at the top of the page, in a series of checkboxes — each box is worth one improvement, and, checked off in order, each new row that you’ve marked is the next level of that stat. This determines the treasure’s value, the trap’s damage, how many cards you have in hand, and each monster’s strength — I’ll get to that part later. First, finish your drawing and place your card face-down next to you. Make sure you’re sure before you do, though! Once you’ve flipped it, all placements are final.

Once you’ve gotten through 14 rounds of drawing, it’s time to draw the hero’s path from entrance to exit. More accurately, time for your neighbor to draw your hero’s path — you didn’t think you got to choose your own, did you? This part is a strategic balancing act — on the one hand, the fastest route to the end will leave the hero with the most remaining hit points, which are -1 point deductions each for your opponent; on the other, they get points for each surviving monster, proportional to its damage level (goblins are 1, orcs are 2, dragons are 3). This is, of course, providing they left you multiple routes, and not a very strongly suggested main path, with a few optional branches (probably where the treasure’s hiding, but is it worth the detour?). The hero can pass over each space a maximum of twice.

Now comes the actual adventure phase. If you’re thinking it took us a while to get here, you are absolutely right, but you’ll find you don’t mind when you get to watch the poor overconfident hero stumble into a dragon on space one, or get forced through that carefully unavoidable corridor of trap after trap. The way this works is simple — on your turn, your hero moves to the next encounter in your dungeon, and either takes the trap damage or fights the monster. How this works is pretty simple – you roll two dice, add that monster’s strength to the sum, and if it’s 20 or higher, the monster survives and the hero takes damage (meddling via cards notwithstanding). If it’s lower than that, the monster dies. This is the time to play Dungeon cards (blue), which mostly affect the outcome of combats.

Where did you get your Dungeon cards, you ask? Well, when you were picking earlier, of course! Those 14 cards that built your dungeon are now your deck, so I suggest you pay attention to all parts of the card when you’re choosing. (We didn’t, the first game, and I was bitterly surprised to discover Bomb cards and their habit of gravitating towards me.) Bombs are an example of Hero cards (red), which you play once your Dungeon phase is complete. These are cards that will help your opponents’ heroes win fights, regain health, and generally be greater nuisances. It is important to note that there is no out-of-turn play in this game, so all screwing over of other players must be done in advance. Once you’ve sabotaged to your heart’s content, you can choose to recycle any card in your hand by placing it at the bottom of your deck; afterwards (or if you didn’t recycle), draw back up to whatever number of cards your checkboxes indicate.

The game continues until everyone’s heroes are dead or have made it all the way through the dungeon, so if you’re already done, you’ll just have to watch and wait. You still technically have a turn, though, so if you have Hero cards you’d like to play, you can! At the end, everyone tallies up their successfully hidden treasure, surviving monsters, and deductions for hero HP (or +5 bonus for a dead one), and whoever has the highest score wins!

It’s a small detail, but I also appreciate how each page is double-sided for multiple uses, and they include both an eraser and a pencil sharpener along with the pencils. All in all, this game is a fun, well-executed balance between creative strategy and sheer dumb luck, and I highly recommend it.

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