Monday, April 22, 2024

#48: Tanz der Hornochsen (Mark's Top 100 2024)

Tanz der Hornochsen

BoardGameGeek

  • rank: 4,821
  • rating: 6.5
  • published: 2004
  • designer: Wolfgang Kramer

Print Status

  • out of print (but new version is sort of available)

Why It's On The List

  • Designer Wolfgang Kramer took his classic 6 Nimmt game & converted it into a delightful hoot of a board game - and one I'd rather play than the original card game.

Tips & Tricks:

    • One of the key decisions in the game is "when do I buy more tiles"? Making that decision correctly gives you a better chance at victory.
    • There is actually more visible information in Tanz than in a standard game of 6 Nimmt... and the ability to pull back tiles when you step in the poop can really mess with what happens next.

    Extras

    • You do not need to have played 6 Nimmt/Take 6 in order to understand "The Dance of the Bulls". Everyone is pretty clear that you don't want to step in the poop.
    • A new 6 Nimmt board game was released in Germany back in 2019... while I enjoyed it, I like this one better.
    • There is a new English/Korean version named Dance of Ibexes... but I haven't seen a copy yet.
    • This is the third of five Wolfgang Kramer games on this countdown.

    Sunday, April 21, 2024

    #49: Core Worlds (Mark's Top 100 2024)


    Core Worlds
      BoardGameGeek
      • rank: 1,018
      • rating: 7.2
      • published: 2011
      • designer: Andrew Parks
      Print Status
      • in print?
      Why It's On The List
      • Andrew Parks created a space empire-building deck-builder - and combined it with a tableau system for deploying units that makes this game both deeply strategic and a challenging puzzle. And then he created three(!) incredible expansions that make the game even better!
      Tips &Tricks:
      • I think the original Core Worlds game is a solid 7 - but when you add the first expansion (Galactic Orders), it's jumps to an 8 (or maybe even a 9). And the second expansion (Revolution) just locks that high rating into place!
      • The game has enough components for 5 players... but I prefer it with 2-3, as the pace of the game is quicker.
      • Building combos is important - as is managing expectations. You will not be able to do everything you want, so you will need to prioritize your energy and actions near the end of the game to bring in victory points.
      Extras
      • The VERY recently released Nemesis expansion is an excellent solo mode for the game.
      • I wrote a big review of the two expansions for the Opinionated Gamers website.
      • I'd also be remiss if I didn't recommend the newest game in the Core Worlds family, Core Worlds: Empires... thematically set in the same universe - but using a worker placement mechanic as the victors work to solidify their holdings. (Note: I was a playtester for both Empires and the Nemesis expansion.) There is actually rules to play a campaign consisting of a game of Core Worlds which affects your starting position in Core Worlds: Empires!
      • This is the first of two games designed by Andrew Parks on my top 100 countdown.

      Saturday, April 20, 2024

      #50: Ascending Empires (Mark's Top 100 2024)


      Ascending Empires

      • rank: 1,591
      • rating: 7.2
      • published: 2011
      • designer: Ian Cooper
      Print Status
      • way out of print... but wait, there's good news!
      Why It's On The List
      • For a game of space conquest (complete with a tech tree), it zips along at a blistering pace. Turns are short, decisions are tricky, scores are close, and there are multiple ways to victory. Plus, you get to flick stuff!
      Tips & Tricks:
      • As much as I love flicking games (CatacombsCarabande, etc.), the flicking here is not the whole game - it's just a part of a much larger space-empire building game.
      • The game scales really well from 2-4 players - which is odd, considering it has a four-quadrant map.
      • There are even some official variants for the game posted on the Geek... both of which are quite good.
      • Combat is NOT the most important thing in the game. While you can't ignore it, it won't win you the game by itself.
      Extras

      Friday, April 19, 2024

      #51: Clash of the Gladiators (Mark's Top 100 2024)


      Clash of the Gladiators

      • rank: 7,491
      • rating: 5.9
      • published: 2002
      • designer: Reiner Knizia
      Print Status
      • out of print
      Why It's On The List
      • Knizia at his dice-y best... it's an excuse to make gladiator movie jokes & beat on your friends for fun & profit.
      Tips & Tricks:
        • It's OK to make a crazed run at a dangerous animal on your turn - esp. if you're down to your last 1-2 gladiators in a group. If you win, you get the big "kill". If you lose, the points don't go to another player.
        • You don't need to have a bunch of spears or tridents, just more than the other player. Don't get obsessed with them.
        • Shields are good... there are only 8 in the game. You should draft shield-bearers first.
        Extras
        • There are people who've run computer simulations to figure out the best possible teams for the game - ignore those people. They suck the fun out of everything.
        • Here's what I wrote about CotG for my 2010 Top 100 list.
        • This is the fourth of seven (7!) games designed by Dr. Knizia on my top 100 list for 2024.

        Thursday, April 18, 2024

        #52: Monopoly: Tropical Tycoon DVD Game (Mark's Top 100 2024)


        Monopoly: Tropical Tycoon DVD Game

        • rank: 17,281
        • rating: 5.8
        • published: 2007
        • designer: Rob Daviau
        Print Status
        • out of print (but pretty easy to find on Ebay)
        Why It's On The List
        • It takes the classic game (Monopoly) and makes it extremely gamer-friendly by adding Cosmic Encounter-ish roles, a variety of choices for building, and a great victory point system that lets you stop the game at any point and declare a legitimate winner.
        Tips & Tricks:
        • Basic Monopoly strategy still works with Tropical Tycoon... but there are major new considerations when you are building on monopolies. You can build for cash or for points... or for some balance point in between.
        • The more people playing, the more careful you have to be about how you make trades. Some of the cheaper properties can be converted into pretty powerful income streams if you plan correctly.
        Extras
        • The only problem I can see with the game is the need for a DVD player - all of the card draws/random events are keyed off of the DVD.  That said, it works really well without being overly intrusive. (Yes, the "funny" stuff gets old the 2nd or 3rd time you hear it - but it still works.)
        • Here's two things I wrote about Monopoly on my blog aka pastor guy: Giving Away Your Own (Monopoly) Money and The World's Most Famous Game And How It Got That Way. In short: "most of you play Monopoly wrong... and that somewhat explains why so many gamers hate the game."
        • Here's what I wrote about Monopoly for The One Hundred
        • This is the first of six (6!) game designs from Rob Daviau on the countdown.

        Wednesday, April 17, 2024

        #53: Streetsoccer (Mark's Top 100 2024)

        StreetSoccer

        • rank: 2,681
        • rating: 6.5
        • published: 2002
        • designer: Corné van Moorsel
        Print Status
        • out of print
        Why It's On The List
        • It doesn't so much simulate soccer (like Pursue the Pennant attempts to simulate baseball)... instead, it uses a backgammon-ish mechanic to simulate the feel of a soccer game - and does so brilliantly.
        Tips & Tricks:
          • Like playing backgammon, winning at StreetSoccer is as much about the position you leave yourself in as well as pushing hard to score...
          • And like backgammon, what appears initially to be a random dice game actually reveals itself to be a very tactical game of risk & probability.
          Extras
          • There are three different online PBEM versions of StreetSoccer... the one I used to play on (a lot!) was Little Golem.

          Tuesday, April 16, 2024

          #54: The Guild of Merchant Explorers (Mark's Top 100 2024)


          The Guild of Merchant Explorers

          • rank: 466
          • rating: 7.7
          • published: 2022
          • designers: Matthew Dunstan & Brett J. Gilbert
          Print Status
          • in print
          Why It's On The List
          • This extremely clever flip’n’write game doesn’t actually contain any writing – but it does have enough look-ahead to make wise decisions and enough luck of the draw to force you to hedge your bets.
          Tips & Tricks:
            • Creating villages gives you jumping-off points for later rounds... which is essential to scoring well.
            • Keep track of which cards have been flipped - so that you don't base your plays on something that can't happen this round.
            • It’s been a hit with everyone I’ve taught it to… and I find it relaxing and enjoyable to play as a solo game.
            Extras
            • There are four different maps in the original box, with 2 more maps available as an expansion from AEG.