🎲 It Just Takes a Little Bit of This, a Little Bit of That...
This last weekend was Geekway Mini, one of the board game conventions I attend every year in which I hang out with friends and play a bunch of new games. The main draw is the Play-and-Win event, in which you try out new games and get registered for a chance to win a copy. There were quite a few heavier games this year, and several popular games that were quite cozy. On the whole it was a very chill con.
Anyway, here's what I played!
Star Wars: Battle of Hoth
I knew I was going to have to play this one because it's exactly the sort of thing my 14-year-old would love. I was a little wary because I don't really get into these kinds of dice-based tactical combat games and because IP-based games can be very hit-or-miss, but I was pleasantly surprised. There's a decent amount of depth of gameplay here, including 17 different scenarios and 4 different campaigns. The units are interesting and the gameplay is pretty well streamlined. You roll hits and misses, but there are hits that are only good on troops and others that are only good on vehicles, as well as a "retreat" die face that forces the defending unit to move back. It suffers from too much randomness: the moves available to you are determined by card draw, and no amount of careful planning can protect you from an extremely lucky/unlucky roll. But it also plays very quickly, which covers up for a lot else.
Forest Shuffle: Dartmoor
This is a light-weight tableau-builder. It's a standalone sequel to Forest Shuffle from a few years back, and it seems to have baked in the expansion content and refined the engine of its predecessor. Play landscapes, trees, and shrubs and then attach wildlife to them. Wildlife cards are dual-side, and you pay for cards by discarding other cards. So this is an example of a mechanic I like to call "opportunity cost management," as you end up with a lot of stuff you want to do, but if you try to do everything, you won't finish anything. The other interesting mechanic is that you can draw from the discard pile, to a limited extent, and there are "winter is coming" cards shuffled into the bottom of the draw deck. Once the third one appears, the game ends immediately, which makes the endgame feel a little tense. I liked this one a lot, and a friend won a copy, so I will have opportunities to play it.
Hedge Mage
Polyomino tile-laying game with a gimmick. You are constructing a maze on one board, but then you are navigating the maze being created by the player on your right. Use your mages to "liberate" the sleeping gnomes on your rival's board, and score points based on how many you liberate as well as how many you defend. It's a fascinating game idea, but the balance didn't feel right. If there's one weaker player, the winner will just be whoever is sitting to their right. I do appreciate the fresh mechanic, though.
Skara Brae
... or as we called it, "The Poop Management Game." This is a worker-placement and resource management game where having more resources means you generate more "midden" which is worth negative points and eats up your storage space. Draft village cards in order to gain perks and resources, and then send workers to harvest, cook, craft, clean, and trade. It was designed by Shem Phillips, who made Architects of the West Kingdom—a game that I adore and that he's never really matched. This one comes pretty close, and it was my second-favorite of the con. It's on the slightly heavier side of moderate-weight, and there's a decent amount of variety, but I hope you like bits because there are sooooo many bits. It very badly needs an organizer.
Formaggio
A simultaneous-play worker-placement game about Italian cheesemakers that has a rondel mechanism and point-salad-style scoring. This was my favorite of the con (which is saying something, since I hate rondel games and am pretty "meh" on point salads) and I ended up winning a copy. Yay! It's standalone sequel to Fromage that is also mutually interchangeable with it. You have three workers that you send out to make cheeses and gather resources. The more valuable cheeses have to be aged, so your workers take longer to get back to you (this is tracked by the orientation of the cheese spaces, and you get a worker back when they're facing you... which is as charming as it is gimmicky). Each worker can only make a single type of cheese, so you have to track when they're going to arrive back and coordinate that with which section of the board will be available to you. Fulfill orders, pair with wines, sell to restaurants, and store them in the cheese bank... which is apparently a real thing. Anyway, I'm looking forward to getting this to the table again.






























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