Tiny Epic Dinosaurs

These are the itty-bittiest dinosaurs you’ve ever held in hand. Lying them down and standing them up again on the boards is a minor dexterity exercise. And they’re so cute. You’ve got stegosaurus, brachiosaurus… allosaurus, velociraptors… the purple ones… I’m getting ahead of myself.

Inside of this very compact box is a sprawling board of actions, Ranches, player mats, research and contract centers, and the desperately important Medical Leave, whose board also houses the round tracker, a phase guide, and end-game scoring on the back. Each player’s Ranch is unique in arrangement and therefore where Barriers need to go to stop dinos from escaping, where your freebie enclosure starts, and which resources are where! Resources become more difficult to acquire the more dinos you need to provide for with them, as you use land to house stegos instead of to grow food. Luckily, you can also gain resources during the Assign Ranchers phase, which is also where you get Barriers, Research benefits, Contract fulfillment, and dinos.

Dino-wrangling is, to nobody’s surprise, incredibly dangerous, and often results in injury. You can shill out Supplies for someone to do that for you, of course, but that gets expensive, so your other option is to pick a dino and roll the Wrangler die. Most of the time, nothing happens. You net the critter without incident, move it to your Holding Area and move on. Sometimes, there’s an incident, and both your Ranger and the dino are wounded and sent to Medical Leave – you still get to keep ’em, but any plans that depended on them being where you’d expected are shot. And sometimes, very occasionally, there’s a different kind of incident, and you wind up with a second dino. This sounds fantastic and I was absolutely delighted when it happened to me… until I realized I had neither the Barriers nor the food for it. Extra dinos are not always a good thing. And being wounded isn’t always so bad! I had for myself a plenty functional build in which being wounded got me a bonus action and wound up rather disappointed when wrangling went without fanfare.

All your ranger actions handled and all your stuff now being yours, you now move on to arranging your Ranch, dealing with runaway dinos, feeding your dinos, dealing with more runaway dinos, and breeding your dinos, at which point there are – you guessed it – more runaway dinos. Now, to be fair, you will not necessarily be dealing with them three separate times, so much as the possibility of them three separate times, depending on what you don’t have enclosures for before breeding them, what you don’t have enclosures for after breeding them, and what you can’t afford to feed. Even the gentlest of herbivores will crash through your Barriers rather than starve to death, which is what the escaping ones do, and jailbreaking carnivores will eat your other dinos instead. (They can, however, eat your other escaping dinos, if that tidies up some problems.) So there is a strong incentive to be sure you can maintain what you’re acquiring, certainly.

There are two other problems, if problems they are, to do with opportunities and the challenges thereof. The first is Contracts, which are both a primary way of earning points and the most difficult one. Seven spare dinos, anybody? A Public Contract only takes three, but your Private Contract needs four, and can only be fulfilled when a Public Contract is also. Talk about steep terms. Especially because, unless you spend a Supply and an action, there’s no way to acquire a dino and sell it in the same round! And, as previously established, feeding them gets expensive. The ones worth more points in both Contracts and on their own are, naturally, the ones that need to eat more. And then there are the purple ones.

“The purple ones,” for which every little figure is unique, are products of the Research division and each come with their own special effects, food requirements, and more lenient habitation rules. They’re hand-raised and unlikely to run off on you, more or less. An excellent example is Gallimimus, an omnivore requiring either one Plant or one Meat, which lets you pick an adjacent dino that does not need to be fed. If that dinosaur is, say, Tyrannosaurus Rex, which needs three Meat in a round (or even just Allosaurus, which needs two), you definitely see returns. Also, Gallimimus is worth two victory points at game’s end, so there’s that too. The non-animal Research cards, like the Mobile Barriers (allowed to be rearranged), also have point values attached.

All in all, this one is very mechanics-crunchy, needs a lot of space for gameplay and very little for storage, and, again, has tiny little dinosaurs you get to profile-match to their pictures and zookeep in a format where they don’t bite. And then you get to sell them to the Jurassic Parks of the world, and they’re no longer your problem! Flawless. Replayable ad infinitum. Have at least one player with steady hands and decent eyesight.

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It’s My Nemesis: Good Intentions!

In this game, you’re harried not just by your opponents’ attempts to ruin you, but also this caveman’s attempts to help! It’s Groo: The Game, based on the Groo The Wanderer comics, and he’s not technically a caveman… which is probably a good thing. He’d be an insult to cavepeople’s intelligence.

Born to more of a medieval setting, Groo is the bumbling buffoon who will trample the new Town Hall you’re trying to build. As such, his good intentions are something to be weaponized, set on your opponents so that he’s far, far away from your work! Unfortunately, Groo’s movements are often dictated by the dice.

Rolling isn’t where your turn starts, but it’s where the explanation does. It’s your turn. You roll the dice. Most of them are resources, except the one that’s moving Groo; resources are spent on cards in your hand, to use them! Buildings, for instance, add Victory Points and special effects to your arsenal, while Troops allow you to defend and attack. When you have Troops at the beginning of your turn, you can use them before rolling and building, but that’s a Later Problem: first, the dice!

See, there’s a catch to the dice, in Groo: The Game. In Groo’s spirit of helping people, any dice you don’t use get passed to your opponent. And, if your first opponent doesn’t use them, on and on, til all the leftovers are used up! Or until they get back to you. Whichever’s first.

That game of “how much of what I can do can I do now?” continues with combat, in which attacking (committing Troops) begets defending (committing other Troops), and all Troops used in the fight are discarded. Can you afford to get rid of your defense? Can you afford to not? Every point by which there are more attacking Troops than defending is a Victory Point of Buildings the defender has to discard. And you only need seven points to win!

This one’s competitive and swingy and thematically a delight. I should check out the comics.

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Wyrmspan

Because what everyone needs is to collect dragons and visit them! No? Is that… not the takeaway of the game?

It is, more or less. Wyrmspan is about excavating caves for dragons, inviting them in, and exploring, picking up resources as you go! Despite sharing a system with Wingspan, it is quintessentially a dragon game, a process I had hardly considered the difficulty of until I was staring the results in the face. There are a lot of little shifts between the two sets of rules, ones that alter the internal balance while still coming out with the same results!

Crunchy bits aside, Wyrmspan approaches its material with the same enthusiasm as its predecessor, presenting dragons of different sizes, temperaments, and abilities, a booklet all about them, and a guild track for rewards! The little adventurer pieces, visual design and so forth are stunning, and if you like dragons and lots-of-moving-parts mechanics, you should definitely check it out.

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Trekking The National Parks

Designed by people who have been to all our National Parks, Trekking The National Parks features a comprehensive map, fun facts and pictures, and plenty of replay value! With many different ways to score points, it’s anyone’s game.

Cards are used both for movement and to claim Parks, depending on whether you’re using the number or the color/symbol; Parks have the matching symbols next to their point value. The more cards they take, the more points you get! To claim a Park, you have to be on that space on the board, and play the right cards – and this is a separate action from movement, which is terribly important! Because you only get two actions per turn, and sometimes your buddies will Sorry-style bump you back to Start. Our own games got progressively more competitive and Munchkin-esque the more that we played.

Beyond claiming Parks (which I’ll admit may have involved some favoritism, especially towards ones that I’ve already been to), you can also score points by camping at Major Parks, picking up stones, and having the most stones of a given color. Stones are laid out randomly at the beginning of the game, and picked up the first time someone visits a Park; Major Parks are selected, three of the six for each game, and have an effect when or after you camp there. Yellowstone, for instance, lets you draw a card off the top of the deck when you claim something. This is especially useful because drawing takes up actions, one per card, and is the main factor slowing down your tourism. Camping is done the same way claiming is, except Major Parks accepts multiple campers!

As a nature and travel nerd, this game is a delight. Most of the National Parks have cards, giving you incidental exposure to Cool Things The World Has To Offer, and the parks that aren’t on the cards are in a little booklet to the side. You can tell that the creators truly love the subject material, and that they were careful to weight the mechanics so you can revisit it again and again.

(Note: my understanding is that the “claim” mechanic is called “explore” in the third edition, and that it adds rules for solo play. What I played was the second edition, so that’s what the post’s about! Very excited by the possibility of playing as the bear, though, which is usually the First Player token.)

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The Intricate Dance of Photosynthesis

Tragically, I have not decided to write about the biological process by which carbon dioxide becomes oxygen and water becomes sugar. Rather, I’m here to talk about Photosynthesis the game – a forest-building strategy system with rotating advantages. I’m of the opinion that introducing this to chess players specifically would be highly entertaining – like chess, it’s all strategy, and unlike chess, there’s trees!

The basic principle of Photosynthesis is this: you’re trying to score points by facilitating a complete life cycle for your trees, and to do that, they need sunlight. The sun rotates around the board, however, so which trees shadow each other changes from turn to turn!

Light Points are earned by trees left in sunlight, more points the taller they are, and spent to grow, plant, and purchase. The latter was the mechanic that took the most adjusting to, at least for me. Not so much buying the trees before using them, as a limited pool of next-size-up certainly focused our options a bit, but that when you replace those – when a large replaces a medium, and the medium goes back in the pool – it goes back to the to-purchase section, rather than what’s available for use. I wasn’t particularly fond of this choice, but to each their own.

Something I did like about the mechanics, however, was the incentivization of competition. Players start around the edges of the board, you see, and for the most part we kept to our own, out where we could keep from blocking our own light. However! Trees are worth more the closer to the center they are. And since cashing in large trees is the only way to score points – other than a leftover Light Points exchange, which is not favorable – it got us spreading out.

Each player represents a different type of tree, which the seeds show. As a botany nerd, this of course made me very happy. My favorite part of this game, though, is the art on the backs of the player boards. Isn’t it pretty?!

Four artfully rendered forests opening into grasslands, a soft fade to the colors that makes it feel surreal. All but the yellow forest have birds overhead; red also has a squirrel and a fox, while blue has a bear and green has a rabbit and perching bird. On yellow's, and somehow I missed it the first time, a deer peers out between trunks. Blue is visibly a pine forest, while the others are varying types of deciduous.
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Thud!

I would loosely describe Thud as asymmetric chess – an all-strategy game for two players, but in which each player is operating off of different rules. It’s based on a battle in Terry Pratchett’s Discworld featuring a smaller force of larger opponents, and a larger force of smaller ones.

Due to sheer size, the Trolls (the larger characters) both move more slowly and need only land adjacent to a Dwarf to capture it. Dwarves, on the other hand, zip about the map much like chess’s queens – but they can only capture if enough of them have lined up to fling the front Dwarf into the nearest opponent. Who must be directly in line with them. It’s rather challenging.

To the rules’ credit, they warn you that the Trolls are much easier to play, and the Dwarves take some getting used to. Also to their credit, the game is played in two rounds, so each player gets to play both sides – overall victory is scored not so much by who won, but by who lost less. If you fielded the Trolls’ jump-‘n-thump and their shove propulsion – their version of flinging a friend – enough to actually capture any of them, you’re doing pretty well. Presumably, it’s possible with enough practice for the Dwarves to present a serious challenge.

Ultimately, we decided this game wasn’t for us, and I hope our copy finds someone who cherishes it and enjoys the puzzle it presents.

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Oh cool, a bird! What’s its Wingspan?

It’s always a delight when a game can multitask! Wingspan is one of those strategy games with lots of moving parts and several ways to earn points. We’ve played it four times now and I haven’t used the same strategy twice! It’s also an educational deep-dive into the birds of North America.

It’s essential that the core mechanics are simple – everything else is as complicated as you let it be, and as informational as you let it be, but the actual pattern all play follows is pretty straightforward! Each player has little colored cubes and a player board. Each turn, there are four actions available to them. The first is to play a bird in the leftmost open space in one of their three habitats, marking the column with a cube. After the first column, playing birds costs eggs.

The other three actions are specific to those habitats. In each case, your cube starts in the rightmost open space of the habitat, on the habitat’s ability itself, and then moves left, giving you the choice of activating each bird it passes over, provided they have a “When Activated” ability. (Also possible are “When Played” and “Once Between Turns.”) The habitats themselves are the forest, which lets you gain food – necessary to play most birds – from the birdfeeder; the grasslands, which let your birds lay eggs; and the wetlands, which let you draw more bird cards. A round is over when all cubes have been placed, and one is then used to mark end-of-round scoring. The result is that your number of actions each round goes down as the number of things each action does goes up. The game has four rounds. Scoring is a tally of the point values of your birds themselves, end-of-round goals, bonus cards (you pick one at the beginning of the game and can draw more later), eggs, food on cards (bird ability), and tucked cards (also a bird ability). Like I said – many ways to earn points!

And then, of course, there’s the technical aspects. The educational aspects. The part I’m nerding out over the most. Including the swift-start, the cards cover 180 North American bird species, including: their common names, Latin names, their habitats, what they eat, the continents they live on, nest type, wingspan, and how many eggs they lay in a year – that last one was brought down to scale. Some of these are just neat – continents, Latin names – and some are mechanically relevant! Various cards and end-of-round goals are dependent on nest type, or number of eggs in a particular nest type. (There’s a wild type that counts as everything, and in reality they have non-standard nesting habits. Like black terns, which apparently nest on water.) How many eggs the species naturally lays determines the limit for how many they can have in the game. Wingspan is relevant specifically when certain predatory birds are preying on the top card of the deck – if it’s below a certain wingspan, it’s edible. There is so much love and care and research permeating every inch of this game; it’s palpable and contagious. I expect the same is true of the expansions, too, which feature other continents! Someday…

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Hearthstone Updates: The Good and the Bad

There have been some changes to Hearthstone since I last posted about it, bringing good news and bad news. The bad news: they’ve discontinued Duels, which I was rather fond of. The good news: they’ve added a Duos mode to Battlegrounds!

Instead of eight players fending for themselves, four sets of two share health stats with their partner, and so must coordinate their approach. This includes the ability to Pass cards to your teammate’s hand at the cost of Gold. To that end, you can flag certain cards or other options (i.e. Tavern Upgrade) to confer with your opponent! It’s a very simple system, just a checkmark, an x, a question mark, and a portal symbol. Part of the joy for me has been learning how to click with each new teammate, because we all use the same four-symbol shorthand a little differently!

For the combats themselves, you and your teammate take turns fighting first, facing off one-on-one with an opponent until one or both combatants lose all their minions. Their teammate(s) immediately tag in, the fighting continues, and whichever team still has minions in the end does damage! If one player defeated both their opponents, their teammate’s minions fill in the empty spaces in their board and contribute to the damage total.

(Additional note: the Anomalies update I mentioned in the previous Battlegrounds post was, I believe, Season-specific, and isn’t currently in effect. They shuffle cards and rules like that with the major updates, so there’s always something new to play with!)

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Ready to Throw a Meeple Party?

Meeple Party is, in fact, a game in which Meeple throw a party. Who knew? Better yet, it’s cooperative, so you’re all throwing a party together! As parties generally should be.

There are, by default, five Roommates throwing the party. Players each pick one to play and the rest are NPCs. All players can move all Roommates, just like they can move all guests, but certain Surprises will give or take Stress from specific Roommates, which is the only time your specific character matters. The backs of the character tiles double as rooms – those rooms specifically are optional, but there are a certain set required in the house, namely a Kitchen, Living Room, Dining Room, Bathroom, Bedroom, Door, and Outside. Rooms are arranged however the players want.

Each Roommate’s turn starts by welcoming a new Meeple to the party. This means drawing one out of a bag, and then placing them in a room of your choice and activating their effect – each color of Meeple is a different personality type, with can draw Meeple toward them or push them away. The exception is the white Meeple, which cause a Surprise and then disappear back into the bag, to cause more later! In the photo below, we drew The Conga Line as our Surprise – it moves all Meeple in the room with the most to the room with the least, which is how we wound up with five in the Bathroom. You then move a Meeple of your choice to an adjacent room and activate their effect. The goal is meet your Photo criteria!

We’ll get to Photos, but first – Disasters. The difficulty level you chose at the beginning of the game will determine whether you get individual or communal Disasters, or both! Disasters list criteria you must not meet, lest you gain Stress. If all players get three Stress, the party ends prematurely because you blew up and kicked everyone out. If you have individual Disasters, they only trigger on your turn.

After that, you get to check for Photo opportunities! Everyone has two Photos in hand that they’re trying to take, with either a minimum or exact requirement. Sometimes these clash painfully with Disasters, like when I needed exactly one Flirt and one Jerk in a Bathroom, and also couldn’t have Jerks and Flirts in the same room without incurring Stress.

The good news is, 3, 6, 9, and 12 o’clock on the Clock refresh Disasters! The Clock activates after you check for Photos, and after you move it up one space per Photo you completed this turn. There are a few different effects, some more inconvenient than others. (*cough* laying down Meeple *cough*) (Laying down Meeple can’t be moved until you’ve taken a turn to stand them back up. They’re napping, sick, etc.) You then replace any Photos or Disasters you triggered this turn.

The length of the party is also determined at the beginning of the game; in the (out-of-game) photos, we were playing Casual, or a 12-Photo goal. The objective is to reach the end of the party without completely stressing out!

This one has a colorful and entertaining realism (which is not a word I thought I’d assign to Meeple) and the mix of cards, chosen room arrangements, chosen difficulties (in multiple ways), and optional items and pets (each with their own mechanics) all combine to give Meeple Party a whole lot of replay value! We haven’t played the alternate game modes yet, but I look forward to trying the Hot Tub Party, where you aim to get as many Meeple into the Hot Tub before stressing out.

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Hearthstone: Everything Else

Surprise! I’m not done with Hearthstone yet. If you haven’t read my first two posts on it, you can find those here and here. All caught up? Great! The third play style is Tavern Brawl, which has a new set of rules each week. For instance, “[y]our deck is full of wannabes who cast a random spell at a random target when played.” Some rules, like this one, provide you with a deck, while other times you’ll have to build your own. Depends on the week!

The fourth option on the main menu is “Modes,” which leads you to… four other options. Arena and Duels are both a three-strikes system in which you build a deck and try to win as many games as you can before you’re out; each can be played using Gold or Tavern Tickets, and each wins you more prizes the longer you last. Duels also has a Casual mode, which costs nothing but has no reward. As for the mechanics, Arena features the traditional characters and rules, while Duels has its own characters, with extra abilities and increasing Health and deck size the further in you get. I personally prefer Duels, both because it has that Casual option and because it’s my kind of chaotic. I especially like how the addition of new cards each turn forces my strategy to grow and adapt; it’s ever-changing, which means it’s never boring!

Solo Adventures are Hearthstone’s story mode, where you can play through the characters’ origin stories and learn more about their history with each other. Functionally, it’s a lot like traditional Hearthstone, but against an NPC and with dialogue. Some arcs have you rooting for yourself more than others; March of the Lich King was painful because I didn’t want Arthas to win, knowing full well the villain he was becoming. Others are clearly the hero of the story, regardless of whether they’re in the Book of Heroes. (Rokara is in the Book of Mercenaries. She’s also the most consistently heroic character I’ve played so far.)

The final game mode is Mercenaries, which is by far the most unique. Whereas the others are about picking the right cards, success in Mercenaries is more about what you do with the cards you’ve picked. It works like this: to take on a Bounty, you put together a party of six Mercenaries. Protectors deal double damage to Fighters, who deal double to Casters, who deal double to Protectors, so you might base who you bring on which type your opponent is. However, your opponent is the last in a whole lineup of NPCs you’ll have to fight to reach them, so the ideal party has a little bit of everything. Pick wisely, because once you start the Bounty, you’re locked into those six cards. Success is instead contingent on picking, 1) the right three to have in play for any given combat, and 2) the right abilities from each of them to maximize effect. Each ability has a speed, with the lower numbers going first, and you can see what your opponents have picked before choosing moves yourself. Be exceedingly careful with the Health of your characters, though, because if a Mercenary dies, they’re out for the rest of the Bounty! And if everybody dies, big surprise, you’ve lost. There are a few major perks to this game mode, too. First is that, like in Duels, you’ll get a new upgrade after each fight, which lasts for the duration of the Bounty. The second is that, unlike Duels – or any other Hearthstone mode – each combat grants your Mercenaries XP, which unlocks new permanent abilities! You’ll also receive Merc-specific Coins, which can be used to upgrade those abilities.

The closest that traditional Hearthstone gets to this is the Reward Track – by playing games and completing daily or weekly quests, you progress along a track that earns you Gold, cards, Tavern Tickets, and Card Packs, which can be opened for five cards apiece. Battlegrounds also has its own track, where you can earn Hero skins and emotes.

And that’s Hearthstone! I definitely didn’t cover everything, but we’d be here for a very long time if I did. Hearthstone is near and dear to me, so I hope I’ve managed to impart at least the impression of everything, in case any piece of it interests you, too. See you in the Tavern!

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