Roll Through the Ages: The Bronze Age Review

Roll Through The Ages: The Bronze Age Box

Foreword

This is just a good, quick, simple, dice-rolling game that I recommend. The dice-rolling is similar to Yahtzee, but each turn you get something good (just maybe not exactly what you wanted).

Roll Through The Ages: The Bronze Age In Progress

How to Play

Components

There are 3 main components that each player will use: dice, pegboard, and score card/reference sheet.

  • The dice in this game have 6 unique sides:
    3 food (feeding cities),
    3 workers (building cities/monuments),
    2 food or 2 workders (you choose which to use),
    7 coins (used to buy developments but lost at end of turn),
    1 good (used to buy developments but can be saved for later turns),
    2 goods and 1 skull (2 goods and part of a disaster, cannot be re-rolled).
  • The peg board tracks goods and food leftover from previous turns.
  • The score card/reference sheet tracks your completed cities, developments, monuments, disasters, and has remainders on how to play the game.

Roll Through the Ages: The Bronze Age Close Up

Turn Order

  • Roll Dice

Roll 1 die for each completed city you control (you start with 3). Set aside any dice with a face-up skull. You may then re-roll the remaining dice. After this re-roll, set aside any dice with a face-up skull on them, and then you may re-roll the rest of the dice one more time. If you chose not to re-roll a die the first time, you may re-roll it the second time.

 

  • Collect Goods and Food

For each good (dice showing a skull give 2 goods), increase a peg on your board by 1 starting at the bottom. *See Example and Picture below*
For each food on your dice, increase the green food track on your peg board by 1.


Goods1
Goods2

  • Feed Cities and Resolve Disasters

For each completed city you have, decrease your green food track by 1. Then, for each point you can’t decrease it, mark 1 spot in the disasters section of the score card. If you rolled 2 or more skulls, reference the right side of the score sheet to see if you lose any points and mark that many spaces in the disasters section.

 

  • Build Cities and/or Monuments

For each worker you rolled, you can mark an empty box in either a city or a monument. If you mark all the spots in a city, you complete it and will roll one more die per turn. Marking all the spots in a monument completes it. If you were the first player to do it you would score the left point value, everyone else that completes it in the future scores the right value.

 

  • May Buy a Development

Coins and goods can be used to buy a development. Coins are worth 7 a piece at the start of the game (12 with Coinage). Goods can be sold in a lump for the bonus on the beg board. If you use any of the 5 resources you must use all of that resource. Only 1 development may be bought each turn, and unused coins can’t be saved for next turn.

Development1

Development2

Development3

  • Discard Goods in Excess of 6

All of your pegs may only be over a combined total of 6 places at the end of your turn (unless you have the Caravans development). You must move pegs to the left until they do not exceed 6 total.

Discard1

Discard2

Discard3

  • Pass the Dice to the Next player

Game End

The end of the game is triggered when

A) a player buys their 5th development,
B) at the end of a player’s turn, every monument has been built at least once this game.

In this game everyone gets the same number of turns. So if player 1 went first and player 2 achieved one of the above game end triggers, players 3 and 4 would still take their turn.

Conclusion

This is a nice quick game I break out when we don’t know what we want to play. The rules aren’t too complicated, and the score card/reference card is spectacularly well-designed. Everything fits compactly onto it, but it doesn’t feel cramped or like anything important was left out. I really appreciate a good reference sheet, and this game delivers.

The dice-rolling works particularly well in this game because even if you get skulls, you still get 2 resources per skull. You might even get Pestilence making your opponents lose points instead.

Developments are where this game gets the rest of its variety. There are a good number of choices at different prices, so you can take your civilization building in different ways. My only complaint with the game is that almost all of the games I have played, the game ended when someone got their 5th development. I think maybe only 1 game I played all of the monuments were built. The 5 development game end feels a bit rushed to me, but it does keep the length solid.

At their website http://www.rollthroughtheages.com/#downloads there is a Late Bronze Age variant that could address this problem. I only just came across it while I was verifying that the extra score sheets can be found on there. As you can tell, I do not expect you to need extra sheets anytime in the near future.

In addition, the website reminded me that there is a trading variant that lets players trade goods and food however they want on their turn. I have not used that variant so I can’t speak to it, but I enjoy the game without it.

All in all, I enjoy the game. I’m always happy to play it. I would never schedule an event just to play this game, but I basically always bring it with me.

Catan Review

Catan Box

Foreword

Catan is one of the most important games, if not the most important, for bringing board gaming to greater prominence in the United States. It is a streamlined game with a lot of player interaction but limited inherent player conflict. This game has been so successful and played so much that parts of the “gaming community” are starting to get a bit tired of it, even though it does what it sets out to do exceedingly well.

CatanInProgress

How To Play

Goal

The goal of the game is to gather resources to build roads, settlements, cities, and developments to reach a set level of prominence before any other player.

Set Up

At the start of each game, players create the game-board by randomly filling in the island of Catan with hexagon tiles representing 6 different kinds of terrain: hills, forests, mountains, fields, pastures, and desert. Then, on every tile except the desert randomly place one of the numbers ranging from 2-12. (There is no 7 and only one of each 2 and 12.) Finally, around the board are ports that specialize in trading. To randomize these, put a ship marker on each printed ship. Catan Set Up

Start of the Game

To start, the first player places one of their wooden houses (settlements) on the vertex of one of the hexagon tiles. Then, that player places one of their wooden roads on one of the edges adjacent to that vertex. Each player does this once, then starting with the last player to place and going backwards, each player does it again. For example, if I have Mary, Frank, Tom, and Jane it would go: Mary->Frank->Tom->Jane->Jane->Tom->Frank->Mary.

When you place your second settlement, you collect resources from all tiles touched by that settlement. Forests produce lumber, hills produce brick, fields produce grain, pastures produce sheep, mountains produce ore, and deserts produce nothing. So if I place my second city touching a hill, pasture, and forest, I would collect brick, sheep, and lumber.

Catan Vertex

Each Turn

Each turn consists of 4 parts: Roll the Dice, Collect Resources -or- Activate the Robber, Trade, and Build. It may seem like a lot of text below, but it is really intuitive, and you will pick it up quickly. I promise.

  • Roll the Dice

At the start of each turn, the current player rolls two dice and adds the number.

  • Collect Resources -or- Activate the Robber

Each tile with the rolled number will produce one resource for a player for each settlement they have touching it.

If a 7 is rolled, the robber is activated. Each player with 8 or more resource cards in hand must discard half, rounded down. If you have 9, you would discard 4. Then, the current player must move the robber from its current tile and place it on a different tile. While the robber is there, that tile will not produce resources when its number is rolled. In addition, the current player gets to randomly take one card from one player with a settlement (or city) touching that tile. If there are 2 or more players available, the current player picks one.

Catan Robber

  • Trade

After rolling, the current player may trade their resources with any other player. For instance, if you have 2 lumber you could offer to trade 1 of your lumber for 1 of another player’s brick. Then that player or any other player could make you a counteroffer. This can last as long as the current player wants.

You can also trade with the bank at a rate of 4 of one resource for 1 of any other resource. If you have a settlement touching a 3:1 port, you can instead trade 3 of one resource for 1 of any other. There are also 2:1 ports for each resource. So if you had the sheep 2:1 port, you could trade 2 sheep for 1 of any other resource.

Catan Port

  • Build

Once you have finished trading, you may build any number of roads, settlements, cities, and/or development cards that you can afford and legally place. (The cost of each is shown on each player’s reference sheet.)

Catan Ref and Pieces

Each player is also restricted to 5 settlements, 4 cities, and 15 roads. For instance, if you have all 5 settlement pieces out, you will not have any left to build. If you turn one into a city though, you take back the replaced settlement piece, and then you can build the settlement again somewhere else later. In addition to the limited number, there are restrictions on placement.

1. Roads can only be placed adjacent to another road you have on the board, but only 1 road can be on each edge.
2. Settlements must be adjacent to one of your roads and must be at least 2 edges away from all other settlements and cities.
3. Cities replace a settlement you control. Cities collect 2 resources from a tile they touch when that tile is rolled instead of 1.

Catan with Building

There are multiple benefits of building, and it is the only way to gain Victory Points (VP), 10 of which are needed to win the game. Roads let you build more settlements, and the player with the longest road, at least 5 long, gets 2VP (this changes hands whenever another player’s road exceeds the length of the current holder). Settlements are worth 1VP each, cities are worth 2VP each, building them increases the amount of resources you collect, and they can give you access to ports.

Development cards are either knights, 1VP, or a one-time-use effect. Knights let you move the robber, this does not trigger discarding, but you will steal a resource. In addition, the player with the most knights, at least 3, gets 2VP (this changes hands whenever another player’s knight count exceeds the current holder). 1VP cards are the only cards that can be played the turn you build them, but they remain hidden until you have at least 10VP (including your 1VP cards). At the end of the turn you reach 10VP, reveal them all . The other cards all have interesting effects explained on the cards. Aside from the 1VP cards, only one development card may be played on your turn, but you can play it at any time on your turn.

Catan Development Cards

End of Game

The game ends immediately at the end of any turn when someone has 10 or more VP. That player wins the game.

Conclusion

This game has seen a ridiculous amount of play around the world. It is certainly one of my most played board games (due to the online version at www.playcatan.com). The reasons for this are plenty: it is a good time length, there is enough luck that even a beginner can beat a seasoned player, the variable set up makes it interesting to play repeatedly (it has good replay value), the player conflict is not too harsh and, by targeting the player with the most points on the board, you can keep it from getting personal, and it is simply fun.

Its fun to get resources and build things. There are plenty of viable strategies: diversifying the resources you touch or focusing on one resource and relying on the related port, diversifying your numbers so you are more likely to get something every turn or focusing and relying on getting a lot of resources at once, or any number of other strategies that I do not want to spoil here.

This is a game that every “gamer” knows about, but some may have played it so much they have burnt out on it. If you are looking to get into “today’s board games” this is a good introductory “euro-game” with which to begin.

Ticket To Ride Review

Ticket to Ride Box Foreword

Ticket to Ride is one of the most popular board games in the board game hobby around the world, for good reason. This easy to learn, attractive, and well-themed game has been enjoyed by every person I introduce it to, and it is my go-to game for introducing people to the hobby.

TicketToRideInProgress

How to Play

Destination cards

Destination Cards

At the start of the game, three Destination cards are dealt out to each player. Each player must keep at least two of them. Two cities are on each card, and you need to place trains on the board to connect them.

To connect these cities you need to make smaller city to city connections called routes. For example, to complete the Kansas City – Houston ticket above you would need to finish at least three routes.

Two of Many Possible Paths

  • 1) Kansas City to Oklahoma City
    2) Oklahoma City to Dallas
    3) Dallas to Houston
    The yellow player has completed these routes
  • 1) Kansas City to Denver
    2) Denver to Santa Fe
    3) Santa Fe to El Paso
    4) El Paso to Houston

The paths do not need to be short or direct. You just need to be able to trace a continuous path between the cities on your ticket.

Routes Close Up

Train Cards

In order to complete these short routes, you need to collect and turn in train cards of the same color. For instance, to complete the route from El Paso to Oklahoma city, you need 5 yellow cards. Each card also has a specific symbol in its corners and on the board to differentiate themselves for colorblind players. The first player to collect and then spend 5 yellows to complete this route would put 5 of their trains along that route. No other player will be able to complete that route this game.

For colorless connections such as Santa Fe to El Paso, a player could turn in any two cards of the same color. For double routes such as Denver to Kansas City, one player could claim the orange route, and a different player could claim the black route. Wild cards can be used as any color.

Ticket To Ride Cards

Turn Order

On a player’s turn they can either:

  • Take Train Cards

Take 1 face up wild card

|OR|

Take a combination of 2 face up non-wild cards and/or cards from the top of the deck.

For instance, I could take the blue train card. Another card is immediately turned face up to replace it, another white for instance. Since I cannot take the wild and do not want white or orange I draw the top card of the deck. Luckily, I pull a wild card. Cards drawn from the deck are not shown to other players

  • Play Train Cards

Play up to 6 train cards of one color to claim a single route. A player may only claim one route a turn. You score points based on the size of the route. Keep track of the score on the score track around the board.

For a 1-train route: 1 point
For a 2-train route: 2 points
For a 3-train route: 4 points
For a 4-train route: 7 points
For a 5-train route: 10 points
For a 6-train route: 15 points
  • Take Destination Tickets

If you have completed all your destination tickets or just want more, you can draw 3 new destination tickets. You must keep at least 1 of them.

Ticket to Ride Turn

Game End and Scoring

Once any player has 2 or less train pieces remaining, everyone gets one final turn (including the player with 2 or less train pieces).

For each person, check to see which of their tickets they completed. Completed tickets add the number of points shown. Uncompleted tickets subtract the number of points shown.

10 points are then awarded to the player with the longest continuous path without branching. For example, black’s longest route would be Houston to Raleigh, 14 trains. Green’s longest route would be 12 since all are connected without branches. Yellow’s is 7.Ticket to Ride Longest Route

Conclusions

Play this game at least once.

The basic rules are very simple and fun. It feels great when the color you have been waiting for is turned face up, you get it, and then you play a critical route on your next turn. Drawing a wild from the top of the deck is a similarly awesome feeling.

Throughout the game the scores remain fairly close, and it never feels like you cannot win. Longer routes award more points and can put someone in the lead early, but if someone has completed a lot of tickets, they can shoot right past the leader at the end of the game.

The game also looks great, especially at the end with everyone’s train pieces sprawling across the board.

I cannot emphasize this enough: even if your only experiences with board games have been Monopoly, Risk, and other similar games that might not have appealed to you years ago, try Ticket to Ride. If you know someone who is into “Board Games”, there is a good chance they have a copy. This game is the tip of the iceberg of all the new great hobby board games. Even if you do not like it, you will know what people are talking about when they talk about board games today. (I sincerely expect you will like it though.)

Epic Card Game Review

Epic BoxForeword

Epic is my favorite game. I helped to fund it through the website Kickstarter.com, and I was able to visit the company to work on designing a card in return. Now that my bias is out of the way, let me tell you why I love this game.

Non-Collectible Trading Card Game (TCG)

Epic Card Game is a Non-Collectible Trading Card Game (TCG) which essentially means that the game relies exclusively on cards for game pieces, and you know exactly what cards you are going to get when you buy the game. (Epic Card Game base game is 120 specific, unique cards with MSRP $15.) Trading Card Games (TCGs) or Collectible Card Games (CCGs) such as Magic: The Gathering, on the other hand, rely on people buying “packs” of 15 random cards of different rarities.

In TCGs each player has their own unique deck of cards that they will use in order to play. The goal of the game is to utilize cards that stay in play (champions) and cards that are immediately discarded after use (events) to reduce your opponent(s) to 0 health (from 30).Epic Cards

This type of game is interesting because each card conforms to strict criteria, while functioning radically differently from one another. For instance, one player could play a large champion that will deal a lot of damage at once, while their opponent plays a tiny champion that lets them draw a card and continue to draw extra cards each turn. So in a TCG/CCG, each player is trying to pick the best cards to play at the best time to defeat their opponent.

Epic as my Favorite TCG

Epic has 3 unique mechanisms that dramatically set it apart from other similar games.

  1. Every card either costs 1 gold or 0 gold
  2. A player can make multiple attacks on their turn
  3. Each player gets 1 gold on their turn and on their opponent’s turn

1) In TCGs cards can only be played at certain times, and you must expend resources to do so. The general practice is to have your available resources grow throughout the game so cards can cost different amounts. This means that some cards will be literally unplayable early in the game or bad to play late in the game.

Since Epic cards either cost 1 gold or 0 gold, any card can be played from the first turn, and no card is inherently stronger on a pre-determined turn regardless of game state. For example, in Magic if you have 6 resources (lands) available on turn 6 and 2 cards in hand, you will usually play the card that costs 6 resources instead of the card that costs 2.

In Epic you must choose which cards to play every turn based on the current state of the game, instead of the cards choosing for you.

2) The most common way to reduce your opponent’s health is to attack them with your champions. Different TCGs handle this in different ways. In Epic, the current player can attack with any number of their champions. Then the defender may block with any number of their champions. If your attacker(s) are not blocked, they will damage your opponent’s health, otherwise the attackers will damage the defenders and vice versa. In addition, both players get a chance to play certain cards after attackers are declared, and then again after defenders are declared. Once an attack resolves, you can play more cards or declare another attack with different champions.

This system gives the most control to both players. The attacker chooses when and with what champions to attack with based on what they know of their opponent. Then the defender can react, possibly doing something unexpected. So the attacker defines the fight, but the defender chooses how to best mitigate it.Epic Attack

3) TCGs generally either A) Do not allow players to play cards on their opponent’s turn or B) Force a player to save resources on their turn so they can potentially spend them on their opponent’s turn. Epic, on the other hand, gives each player a gold on their turn and their opponent’s (gold does not accumulate, it resets to 1 per person each turn).

Your opponent can use their gold at 3 points on your turn: after you have declared attacking champions, after blocking champions have been declared, or when you try to end your turn. 73 of the 120 base cards can be played in some way on your opponent’s turn (champions with ambush or events). This adds ridiculous amounts of value to the game and makes attacking significantly more exciting.

As a rule of thumb, you should almost always spend your gold on each turn. When you spend it is the interesting part though. Do you attack first? Can you get your opponent to spend their gold first so they cannot react to yours? Or on the rare occasion do you try to end your turn before you have spent your gold?

These are the 3 primary mechanisms that make this game so spectacular (the art is also amazing). If you understand these 3 concepts, the rest of the game is basically just remembering key words (airborne, blitz, recall, etc.), turn flow, and champion positions. **Edit** After 7 more months of playing, 1 expansion, and qualifying for the first World Tournament, I am still uncovering more depth to the game even though the rules aren’t too complicated. **Edit** It is now 3/27/2019, and I still haven’t fully explored all of the depth I’ve unearthed at this point. **Edit2**

How to Play Epic

EpicInProgress

Almost everything you need to know is included in the diagram of the turn flow below. I recommend having this and pages 15-18 (keyword explanations) available while playing. Everything else is explained after. For a more in depth explanation of how to play, check out the first article of my Epic Progression Series.

Turn Flow Diagram

If it is your turn, your opponent(s) can only play cards in the blue text spots: when passing initiative in the attack phase and when the current player tries to end his turn.

Additional Rules

To build your decks you can either A) Deal out 30 random cards to each player B) Divide the cards by faction symbol (Evil, Good, Sage, Wild) and give each player one faction C) Draft as defined in the rule book and I will discuss in greater detail in future articles D) Construct your own deck with any cards, restrictions defined in rule book.

Champions have 3 positions: Prepared, Flipped, and Expended. When a champion is played, it enters play prepared. Only prepared champions can attack or be declared as a blocker. When a champion blocks it becomes flipped. Both prepared and flipped champions may activate expend powers. When a champion attacks or activates an expend power, it becomes expended.

In addition, the turn you play a champion it is also deploying. While a champion is deploying, it may not attack or activate expend powers. At the start of your turn, all your champions still “in play” lose deploying.

If a champion ever takes damage equal to or greater than its defense in a single turn it is immediately broken. Put it into its owner’s (the player whose deck it started in) discard pile. At the end of the turn, all champions heal any damage they took that turn.

If one or more champions attack and are blocked by one or more champions, they will assign all of their offense to each other as damage (none to the defending player). The attacker will choose how to distribute the offense from the attacking champions among the defense of the defending champions, and the defender will choose how to distribute the offense from the defending champions among the defense of the attacking champions.

Each player may mulligan at the start of the game. To do so, select up to 5 cards from your hand. Put them on the bottom of your deck, draw an equal number of cards, and lose that much health.

The first player does not draw a card on the first turn.

If you need to draw a card and your deck is empty, you win the game.

Your health can go above 30 (the starting health). Keep track of health with either the free Epic ScoreKeeper App, pen and paper, dice, or any other method you prefer. If you need more tokens or +1/+1 counters you can use dice, print off more from WWG’s website www.epiccardgame.com/rules/ , or even just use shreds of paper.

If a token would be removed from play such as being returned to hand, broken, banished (put on the bottom of its owner’s deck), etc. it is returned to the pile of available tokens instead.

Max hand size is 7 cards. If you have more than 7 cards in your hand at the end of your turn, discard down to 7.

Conclusion

I repeat, I love this game. This game makes me feel smart. Games are generally very different from each other. The more I play, the more I figure out, and the more I figure out, the more I enjoy the game. I love the 1 or 0 gold cards, gold on opponent’s turn, attacking, and all of the more emergent properties I to talk about in my next Epic article (Epic: 5 Critical Aspects).

Epic is something I enjoy so much that a decent portion of this blog is going to be devoted to Epic articles and following Epic competitive play. If you are within 30 minutes to an hour of Minneapolis, MN I would be thrilled to teach or play Epic with you at a board game store or other public place. For all those people that love Epic as much as I do, I look forward to potentially seeing you at competitions.

**Edit** The rest of my Epic articles can be found here, such as my Worlds 2016/2017 qualifying limited decks, my card by card analysis, a showmatch against world champion John Tatian, and more. **Edit**