I just updated my Big Breakthrough post to include an Untargetable Breakthrough variant. I really wanted a deck to make use of Burrowing Wurm. The deck also tries to make great use out of the excellent card, Brachiosaurus.
Month: May 2016
Ninjato Review
Foreword
Ninjato is a highly interlocking worker placement game. In it, you are a ninja trying to hone your skills, influence/subvert the three major clans, and spread rumors of your prowess.
Worker Placement
How to Play
Overview
This is a heavily interlocking game that can be a bit tricky to wrap your head around. There are 8 primary aspects of the game Dojo Cards, Sensei Tiles, Clans, Clan Houses, Guards (Elites), Treasure, Rumor Cards, and Envoy Cards. While the game may look visually overwhelming when set up, everything flows into one another and is fairly intuitive once you know what you are doing.
- Dojo Cards are used to get Sensei Tiles
- Dojo Cards and Sensei Tiles are used to attack Clan Houses
- When you attack a Clan House, you must defeat Guards and potentially Elite Guards
- By defeating Guards, you get Treasure
- By defeating an entire Clan House, you change which Clan controls it
- Treasure is used to buy Rumor Cards and Envoy Cards
- Each Rumor card references either your Sensei Tiles, your Elite Guards, your Envoy Cards, or other Rumors
- Envoy Cards reference Clan Houses
On each of the 7 turns of the game, each player has 3 Shurikens (Throwing Stars) to use as their workers/actions. At the end of rounds 3, 5, and 7, there are scoring rounds.
Dojo Cards
Dojo Cards are discarded from your hand to acquire Sensei Tiles and to attack Clan Houses. Since you discard them when you use them, you need to keep spending Shurikens (actions) to gain more.
Treasure
Treasure is gained by attacking Clan Houses. It is used to buy Rumor Cards and Envoy Cards. When you spend Treasure, you gain victory/Honor points.
Attacking Clan Houses
Attacking Clan Houses is the central part of the game. In order to defeat the Clan House’s Guards, you must use your Dojo Cards and/or Sensei Tiles.
When you defeat a Guard, you temporarily gain a Treasure. At this point, you can either retreat with your Treasure(s), or you can attempt to fight another Guard to gain another Treasure. You may keep attacking until you take all of that Clan House’s Treasure, or you are defeated. If you are defeated, you only keep 1 of the Treasures from the attack.
If you take all of the Clan House’s Treasure, you defeat the Clan House and must change which Clan controls it. So, you can remove a Clan you have no influence over, and supplant it with one already under your thumb.
Sensei Tiles
Sensei Tiles represent the Snake, Tiger, and Crane styles. They are used to aid in attacks on Clan Houses. Later in the game, there are also Sensei Tiles that can enhance your influence over the Clans.
Envoy Cards
Envoy Cards represent your influence over the three Clans. The more Envoys you control of a Clan, the more influence you have over that Clan. Envoy Cards are acquired by spending your Treasure. They score at the end of rounds 3, 5, and 7.
Rumor Cards
Rumor Cards are how you spread tales of your Prowess. If you defeat an abundance of Elite Guards and spread plentiful Rumors about it, you can gain significant honor. To acquire/spread Rumors, you must spend Treasure on them.
Setup
- Shuffle the Dojo Cards and deal 4 to each player, place the remaining Dojo Cards at the bottom left and turn 3 face up
- Shuffle the Rumor cards and place them on the left of the board, turn 4 face up
- Shuffle the Envoy cards and place them on the right of the board, turn 4 face up
- Set aside the 3 Hensojutsu (Disguise) Sensei Tiles. Then shuffle the rest of the Sensei Tiles together, place them at the bottom right, and turn a number face up equal to the number of players
- Each player takes all of the Shurikens of a color
- Randomly deal a Sentry (regular Guard) onto each Clan House, ignore any alarm makers
- Randomly add 3 Treasures to each Clan House
- Place the Taira (red) 2 on a Clan House, do the same with the Taira (red) 4, Minamoto (blue) 2, Minamoto (blue) 4, and Go-Shirakawa (green) 6
- Place 2 of each players’ disks near the score tracker
- Randomly determine the original turn order with the remaining disks and place them on the center turn tracker
The Turn
The starting player places their first Shuriken on any of the locations below and immediately performs the associated action:
- the Dojo (draw Dojo Cards and determine turn order)
- the Sensei (acquire a Sensei tile)
- any of the Clan Houses with Treasure remaining, place it to the left for Strength, to the right for Stealth (attack it to gain its treasure, change its Clan allegiance, and/or fight Elite Guards)
- the Pavilion (acquire a Secret Card)
- the Palace (acquire an Envoy Card)
When that player finishes, the next player, depicted by the turn order track, places a Shuriken and performs the associated action. Continue this until everyone has placed a Shuriken and performed the associated action. Then, repeat this from the first player until all players have used all 3 of their Shurikens.
End of Turn
At the end of each of the first 6 turns, the board needs to be replenished. New Sensei Tiles need to be put out, the face up Rumor Cards and Envoy Cards need to be replenished, and the defeated Clan Houses need a new Sentry and Treasures.
End of Rounds 3, 5, and 7 Scoring
At these points, players score points and/or gain Rumors base on their influence over the 3 clans, determined by their acquired Envoys.
End Game Scoring
- Score each players’ Rumor Cards as explained in the Rumor Cards section above
- Each unused Treasure is worth 1 point for its owner, regardless of type
- Each Elite Guard defeated by a player earns that player 1 or 2 points, as depicted at the top of the Elite Guard Card
The winner is the player with the most points. According to the rules, all players must bow to the winner.
Conclusion
I am reluctant to recommend this game to new gamers because it seems a bit complex; however, this is one of my family’s favorite games. We play a lot of games, but I am the only hardcore “gamer” among us.
The components in Ninjato are fairly high quality, the theme is excellent, there is enough randomness to equalize the playing field, and there are a lot of options without being overwhelming (once you know what you are doing). That final point, not an overwhelming amount of options, is important to emphasize because it can seem like too much for people new to the game. The main reason it isn’t too bad is because the whole game revolves around attacking Clan Houses.
If you have no Treasure, you need to attack Clan Houses to get it. If you have no Dojo Cards to attack, you need to go to the Dojo to get some. If you have Treasure, you can spend some to get Envoys or Rumors. Sensei Tiles are always nice to have early in the game. That is the basic strategy.
Even though that basic strategy is simple, the replay value of this game is excellent. The order the Sensei Tiles, Treasures, Rumors, etc. come out is random, and that makes a big difference. In one game you could get a bunch of Tiger Sensei Tiles and do a lot of Clan House Attacking to defeat Elites. In another, you might get a Snake Tile that lets you snatch Jades from Clan Houses with just a single Dojo card; you then turn those Jades into Rumors. In another game, you might focus on Envoys, etc. etc. etc.
The most frustrating part of the game can definitely be the core of the game though, attacking Clan Houses. If you get unlucky, you might turn over multiple alarm Guards and be unable to clear the House. Or, you could attack with Strength and then “Banzai” straight into a 5 Guard. If this happens repeatedly, it can really shut you out of the game. However, if you get Sensei Tiles and make sure you have strong Dojo Cards in hand before attacking, you can largely mitigate this negative. I personally rarely call Banzai unless I’m basically guaranteed to beat the next Guard regardless.
Overall, I really enjoy this game. The game looks great, I love the theme (I studied Japanese history a bit), the game is highly variable, and there is enough strategy to keep me coming back. It also helps a lot that my family enjoys it too.
Epic Tyrants Rating Update (Evil)
I have just updated my ratings for Epic cards to include the Tyrants Evil cards. In addition, I have tweaked a few of the base Evil cards’ ratings as well. (The original ratings and explanations are still there, I just added a section for Tyrants updates.) The updated post can be found here. With this last update, the card by card analysis is complete (not including promos/kickstarter cards that are not yet tournament legal). Feel free to let me know if you disagree with any of my ratings.
Constructed Epic: Recursion Abuse
Foreword
This deck was built to abuse Resurrection and Final Task.
First Shot Deck List
Evil (9)
Slow (3)
3x The Gudgeon
Fast (3)
3x Final Task
0-Cost (3)
3x Heinous Feast
Good (21)
Slow ()
Fast (14)
3x Divine Judgement
1x Inheritance of the Meek
3x Quell
3x Resurrection
3x Royal Escort
1x Vital Mission
0-Cost (7)
1x Blind Faith
3x Brave Squire
3x Priest of Kalnor
Sage (21)
Slow (5)
3x Knight of Shadows
2x Winter Fairy
Fast (9)
3x Psionic Assault
3x Thought Plucker
3x Wave of Transformation
0-Cost (7)
3x Forcemage Apprentice
1x Shadow Imp
3x Vanishing
Wild (9)
Slow (2)
2x Kong
Fast (4)
2x Mighty Blow
2x Surprise Attack
0-Cost (3)
3x Feeding Frenzy
First Shot Explanation
Resurrection and Final Task are able to bring back all of my powerful champions. Brave Squire and Priest of Kalnor can give a champion I return with Final Task unbreakable. This prevents that champion from breaking at the end of the turn.
This can be disrupted by fast discard removal. Since a player maintains the initiative until they pass it, they can break one of my champions and then play Guilt Demon or Amnesia. Final Task and Resurrection can’t return a banished champion.
To best make use of this effect, I included incredibly powerful tribute champions. Kong is big and deals big damage. The rest (The Gudgeon, Winter Fairy, Thought Plucker, and Knight of Shadows) all either draw multiple cards or force my opponent to discard cards. One of the strongest plays in this deck is to ambush Thought Plucker in on your opponent’s turn after they spent their gold. Then, if they break it on your turn, you can Final Task it and Priest of Kalnor/Brave Squire it and attack. Assuming it does damage, the Thought Plucker has drawn you 3 cards and forced your opponent to discard 3. It also doesn’t break to Final Task because it is unbreakable.
Due to the incredible card draw in this deck, I included Feeding Frenzies (triggered by Forcemage Apprentices) and Vanishings to facilitate powerful tempo plays.
Royal Escort is interesting in that it helps protect my smaller defense champions, but it does also disrupt my own plans. While Royal Escort is in play, I can’t target my champions either. So, if I Final Task a minion, I can’t target it to give it unbreakable. I do really like the idea of Royal Escort and The Gudgeon though. You can’t target me while The Gudgeon is in play, and you can’t target my The Gudgeon while my Royal Escort is in play.
Since I have such strong discard, I included the Psionic Assault to up the ante. Heinous Feasts help me control my opponent’s discard. All of my board clears are banishment based because I want to shut down my opponent’s available resources as much as possible.
Mighty Blows are primarily included as finishers since they work excellently with unblockable champions like Thought Plucker.
Biblios Review
Foreword
Biblios is an intriguing, partial-information card game that has basically nothing to do with religion.
How to Play
Goal
The goal of the game is to score the most points by collecting a plurality in at least one category.
Types of Cards
The game consists of Category cards, Gold cards, and Church cards.
Category Cards
Collecting Category cards is how you score points to win the game. The 5 categories are Pigments (blue), Monks (brown), Holy Books (green), Manuscripts (orange), and Forbidden Tomes (red).
The Pigments and Monks categories consist of four 2-value cards, three 3-value cards, and two 4-value cards. So, there is a combined total value of 25 for each of these categories. If you collect at least 13 value in either category, you are guaranteed to win that category.
The Holy Books, Manuscripts, and Forbidden Tomes categories have seven 1-value cards and two 2-value cards. So there is a combined total value of 11 for each of these categories. If you collect at least 6 value in any of these categories, you are guaranteed to win that category.
If, at the end of the game, there is a tie for the amount of value in a category, the player with the letter closest to A (in the bottom right hand corner) wins the tie.
Gold Cards
Gold cards have a value of either 1, 2, or 3. These cards are used in the auction phase to bid for cards.
Church Cards
Church cards can raise or lower the point value for winning specific categories. For example, say you get the +1 Church card and you have collected 12 value in Pigments. You can choose to increase the Pigments die by 1. At the end of the game, if you have the most Pigments value, you take the blue die with the increased point total.
Immediately when you gain a church card you resolve it. So, if you get the -1 for 2 dice, you must immediately discard the Church card and decrease 2 dice by 1.
Setup
At the start of the game, place the Scriptorium board in the center of the table with each die starting on 3. Then, based on the number of players in the game, remove a number of cards from the deck. Do not look at the removed cards.
For a 4 player game, remove 7 cards randomly.
For a 3 player game, remove 1 of each type of Gold card and then remove 12 additional random cards.
For a 2 player game, remove 2 of each type of Gold card and then remove 21 additional random cards.
Due to the removing of cards, you never know exactly which cards will be in the game. For instance, it is possible that both 4-value Pigments cards will be removed so there would only be a combined value of 14 available.
The Turn
The game is divided into 2 phases: the gift phase and the auction phase.
Gift Phase
In the gift phase, each player takes turns drawing cards and distributing them between themselves, everyone else, and a separate pile to be used in the auction phase. Each card is drawn individually and placed in a pile before drawing the next card. You draw a number of cards equal to the number of players plus one.
For example, in a 4 player game, each player draws a total of 5 cards on their turn. The current player takes 1 of those cards, places 3 of those cards into a communal pile, and places 1 in the auction pile.
Example Turn
- I draw a 1-value Gold card as my first card. I don’t want to keep it, and I don’t want to put it up for auction later. So, I put it in the communal pile.
- Then, I draw a 4(H) Pigments Category card. I decide to keep it for myself. Now I can’t take another card for myself this turn.
- For my 3rd draw, I get a 3 Gold card. Since I can’t take it, I decide to put it in the communal pile. There is now 1 spot remaining in the communal pile and 1 spot remaining in the auction pile.
- For my 4th draw, I draw a Church card that can raise 2 dice by 1 each. I want to potentially get this card later, so I put it into the auction pile.
- My final draw for the turn is a Manuscripts 1(B) Category card. I must put it into the communal pile.
- Once all of the cards have been assigned, the remaining players each take one of the cards from the communal pile. This is done in clockwise order.
- After every card from the communal pile is claimed, the next player takes their turn.
This repeats until the original deck of cards is depleted. At this point, the game moves into the auction phase.
Auction Phase
Once the gift phase is completed, shuffle the created auction deck. Beginning with the starting player, each player takes turns putting a card up for auction. Bidding starts with the player to the left of the current player. To win a bid, you need to have a corresponding amount of gold to cover the cost.
For example, it is my turn to auction a card, and I reveal the Church card that can raise 2 dice by 1. The player to my left (Becky) bids 1 gold. The next player (Carl) bids 2 gold. The final player before me (Diane) passes. I want the card and only have 2 2-value Gold cards, so I bid 4 gold. Becky passes. Carl bids 5 gold. I pass. Carl only has 2 3-value Gold cards, so he must use both of them. He does not receive a refund even though he overpaid by 1.
There is a rule for penalizing a player if they bid more than they have and win the auction. Each other player takes a random card from that player, and then the card is re-auctioned. The penalized player may not participate in that re-auction. This rule does allow people to bluff, especially if they have no Gold cards left. If you are playing with incredibly competitive people who all know what they are doing, then you can use this rule. Otherwise, I would just recommend re-auctioning the card if someone accidentally makes that mistake. Even in this scenario, everyone now knows approximately how much gold that player has to spend, which I see as a penalty.
When a gold card comes up for auction, players bid a number of cards in their hand instead of bidding gold. So, the first person might bid 1 card. The second person might bid 2 cards, etc. If you win the bid, you must discard face-down a number of cards equal to your bid. These could be Gold cards or Category cards. (Church cards will never be in your hand.)
Once the auction pile is depleted, the game is over.
Game End
At the end of the game, each person reveals the total value they have collected for each category. I recommend revealing 1 category at a time for suspense. Whoever has the highest value in that category wins the corresponding die and gains that many points. In case of a tie, the player with the card closest to A wins the die and the points.
Whoever has the most points at the end is the winner. In the case of a tie, the player with the most gold remaining wins. If still tied, the winner is the tied player with the highest value in the Monks category (the leftmost category on the Scriptorium). If still tied, the player with the card closest to A in the Monks category wins. If still tied, because none of the players had Monks cards, repeat this process with the next category on the Scriptorium (Pigments). Continue this process until there is a winner.
Conclusion
At first when I played this game I wasn’t a huge fan. I liked the concept, but it seemed too easy so I didn’t play much more of it. Recently, however, I played some 2 player games, and they were quite interesting. I also lost which really gets me thinking about a game.
In a 2 player game, you see 66% of the cards during the gift phase. In a 4 player game you see 70% of the cards. This is why I call it a partial-information card game, since you don’t have complete knowledge about all of the cards in play, but you do know most of them. Due to this, you can guess what categories the other players are collecting. With this information, you can determine how strongly you want to pursue each category. For example, if you never see anyone take any Pigments and you already have a 4-value and a 3-value, you know there is a pretty good chance you could win that category.
The second aspect of the game that gives you information is the Church cards. If someone boosts a certain category, you know that they almost certainly have a lot of value in that category. So, if you have little to no value in that category, you can just ignore that category going forward. You can also target that category with negative Church cards. In a two-player game this is very interesting because you can feed those Church cards to your opponent to figure out what they are chasing. The actual value changes haven’t been that relevant in my 2 player games because the winner has always been the player to win 3 of the 5 dice regardless.
The gift phase is also interesting because of the whole ‘push your luck’ element. Do you take that early 3-value Pigment card, or do you hold out for something even better. If you take something pretty good early, you know you got something solid. But, when you see a better card come up in a later draw that turn, you have to let it go. In addition, deciding what to put in the auction is just as interesting. Frequently, you just put in a strong card you couldn’t take because you already took a card. Sometimes, though, you get something early like a Church card you want to throw into the auction. Each individual choice on your turn is fairly limited, but the implications and thought behind those choices can be quite interesting.
Overall, I think this is an excellently designed/developed game. I can put a lot of thought into my play, and I really enjoy that aspect. More importantly though, I can still lose the game even when I put the most thought into it. Even in the games I lose, I enjoy the journey and don’t mind the loss. Due to this, I group it with other games like Dominion, Camel Up, and Ninjato.