2013 Holiday Gift Guide—Gamers' Games

Alright, here it is! It's our final list of gift suggestions for the 2013 Christmas season! These are games we suggest picking up for the tried and true gamer on your list. Many of these games we've played and reviewed, and others we're hoping to find under our tree in just under 2 weeks! So, here we go! Our list of gamers' games for 2013!

the dukeThe Duke—In this 2-player abstract game, players maneuver their tiles in an attempt to capture their opponent’s Duke. Simple to learn, highly strategic, and there are plenty of expansions already available.

MSRP: $40 (Find it online)

Ages: 13 and up

Review: http://wp.me/p2hTk7-122

SuburbiaSuburbia—It’s like SimCity: The Board Game. I (Firestone) am completely enamored with this city-building tile game from Ted Bezier. And with a recently released expansion, this one gets better and better. The third printing will be available in January, but you might be able to preorder with your FLGS.

MSRP: $59.99 (Find it online)

Ages: 8 and up

Review: Coming soon!

MysticaCoverTerra Mystica—This game is a beast. Lots going on. Lots of wood. Lots of variety in the various races. It’s a deep game where you’re trying to expand your race better than the others.

MSRP: $79.99 (Find it online)

Ages: 12 and up

ViticultureBoxViticulture—An elegantly designed worker-placement game that has players taking on the roles of vineyard owners. Grow, crush, and bottle your way to success and become a master, vineyard...ist?

MSRP: $60 (Find it online)

Ages: 13 and up

Review: http://wp.me/p2hTk7-NA

Mage-WarsMage Wars—Okay, imagine Magic: The Gathering, except you pick your spells instead of drawing from a deck. That’s Mage Wars. You’re two mages battling each other, using spells and creatures and equipment, but you have all of your spells available at any time. It’s deep and fascinating and very, very good.

MSRP: $59.99 (Find it online)

Ages: 13 and up

libertaliaLibertalia—This under-the-radar gem is a unique auction game where you’re a pirate captain trying to get the best treasure. You’ll play out your character cards and jockey for position.

MSRP: $49.99 (Find it online)

Ages: 14 and up

BoraBora Bora—The remarkable Stefan Feld came out with four games this year. And this was by far the best of the three I (Firestone) played. It’s a heavy Euro where you’re juggling 100 things in an effort to get VPs.

MSRP: $59.99 (Find it online)

Ages: 12 and up

Buy_Tzolkin_The_Mayan_Calendar_NZTzolk’in—This worker-placement game didn’t make our list last year because we hadn’t yet played it. Well, once we did we realized it’s one of the best ones out there. It’s innovative, tense, and so, so good.

MSRP: $59.99 (Find it online)

Ages: 13 and up

Review: http://wp.me/p2hTk7-u6

Thanks so much for reading, and have a great Christmas!

11 Ways to Tell You've Got a Gamer on Your Christmas List

Family-playing-board-game-007We understand that having a gamer in your life can lead to confusion during the holiday season. Chances are you've found yourself walking into a store, or looking at Web sites you never knew existed, and are wondering if someone is playing some sort of elaborate prank on you. So we've taken it upon ourselves to explain some of the oddities you might be experiencing this year with that gamer in your life, and hopefully make this a joyous and bright Christmas for all.

So here are 11 ways to tell if there is a gamer on your Christmas list, and a little help in figuring out what exactly it is they are talking about, or would like under the tree this year.

deck-components1—They keep talking about "Deck-Building" but you're pretty sure you've never seen them pick up a tool...ever.

It's okay, you're not imagining things. They do like to build decks, but they're not referring to an overgrown porch; they're talking about cards. Deck-building games are all the rage these days, and chances are your gamer likes them. Games to check out include: Dominion, Ascension, and the DC Comics Deck-Building Game. Here are some other deck builders!

2 —They appear to talk in a strange, secret language that mostly involves random letters and numbers : RPG, CCG, LCG, d12, d6, etc.

Most trades/vocations/sub-cultures have a certain vernacular, and gamers are no exception. Here's a few quick tips to help decipher this code: G = Game, C= Card, and d = die/dice. So in the examples above, we've referred to Role Playing Games, Collectible Card Games, Living Card Games, and 12- and 6-sided dice.

iron die3—They make your kids roll a d20 for initiative to see who gets to open the next present under the tree.

In this case, you've got a serious RPGer in your life (See #2). Sometimes a roll of the dice can be a non-objective way to resolve a dispute. Just don't let them get carried away with modifiers, or equipping support items and spells. If you want to get on your RPGer's good side, a nice custom or metal set of polyhedral dice should do the trick... Just don't ever touch them, and whatever you do, don't roll them! Ever!

4—They often refer to playing with a hidden identity, being a spy, and/or a werewolf.

Chances are they're talking about the last time they played The Resistance or Werewolf, or some other game that requires them to hide their identity from others in order to win. You shouldn't be too concerned, unless they start wearing dark sunglasses even at night. Or unless, of course, you find multiple counterfeit passports in their underwear drawer. You may want to look into the newest sensation in this genre, "Two Rooms and a Boom." You can't buy it yet, but you could print and cut the cards from the DIY print and play files. Anyone who's ever gone through that process will surely appreciate the thought AND the effort put into that gift!

plush log

5—They repeatedly refer to a certain group of people they keep calling "Settlers" and can't stop making "wood for sheep" jokes.

A word of warning here: (this may come off as snobbish) but if this describes a person you know, and they claim to be a gamer, you could be dealing with a poser here. Settlers of Catan, while a fine game in its own right, is just a few clicks up from Monopoly in the "Oh, I like board games... I've played..." category. Regardless, there are plenty of iterations, accessories, and Catan-themed gifts out there, to satisfy the unquenchable thirst of any die hard Settlers fan.

6—They measure everything in mm (millimeters).

Looks like you've got a real miniatures/wargame fanatic on your hands. You've no doubt seen them more than once with their nose deeply inserted into a 2 inch—errrr...make that 5.08 mm manual for games like Warhammer 40K (pronounced 4DK for some reason), or hunched over a table meticulously painting the highlights into every knuckle  of their Eldar Bowman's fingers, or writing thesis-length back-stories for why that particular figure has a small grass stain on its left knee. You may consider getting this gamer some art supplies, like nice model paint, or fine-point paintbrushes. Or some financial counseling so they can move out of your basement.

warhammer_fb_larp_russia_by_ghunnar-d4t4uau7—They spend countless hours constructing foam weaponry and mastering their dueling skills.

These are classic tell-tale signs of a LARPer. (We'll help you out: "Live Action Role Player.") This form of gaming takes the stakes to a completely higher level by adding in actual, physical activity to the gaming experience. Many folks who LARP can be found in the woods on weekends camping out, battling nasty orcses, and looking rather stylish while doing it. LARPers generally appreciate any accessory, medieval garb, or foam weaponry that would go well with their character's taste or clan's colors. If you want to be more practical, some camping gear, and bug spray (aka magical mist of repulsion), comes in handy, too. A word of warning: Do not attempt to go all Pinterest and make your LARPer some "snazzy" cardboard weapons or armor; such things are frowned upon by this crowd.

8—They're always discussing "Streamlined Mechanics" but the guy who works on your car is some clumsy dude named Bill.

In the gaming world the term mechanic is used to describe the way a game plays, the actions a player can do on a turn, and the way game pieces or cards interact with each other in a game. Streamlined mechanics are a way of referring to a game that is simple to play and learn, without a lot of in-depth mechanics, or actions to slow the game play down. If your gamer is into games that are streamlined, you might want to check out some simple, but fun, games like Council of Verona, or Coup. Find Coup online here.

ZombieMeeples1a9—They have a mega hypochondriac obsession with the Measles. 

They're not obsessed with the Measles; they're saying Meeples. Meeple has been slowly usurping the terms Token and Pawn for some time now. A standard Meeple is essentially a wooden representation of a person. But of late we've seen everything from Truck-eeples (in The Great Heartland Hauling Co.) to Canoe-eeples (in Paradise Fallen) to awesome monster-eeples and adventurer-eeples (in Dungeon Heroes) and even Lincoln-eeples (albeit hat-less ones, in Pixel Lincoln). If your gamer likes trinkets and such, any of the games we just mentioned will add some unique Meeples to their collection. You can also find tons of customized/painted Meeples on sites like Etsy and Ebay.

10—They don't work in HR, but they're constantly bringing up "Worker Placement."

Worker Placement is an increasingly popular game mechanic (see #8) that involves placing Meeples into certain areas of a game board to perform a certain task or gain a resource to hurtle you toward victory. If you've got a worker-placement fan, they probably already have Agricola or Stone Age, but they'd love a copy of T'zolk'in or Viticulture to add to their collection. Get Tzolik'in here.

POLLOCK_1950_Lavender_Mist11—They repeatedly confess their LOVE of abstracts, but they've said they think Jackson Pollock is a hack.

While this may seem confusing, we're unfazed by this apparent dichotomy. Abstracts are once again a specific genre of games that are, well...non-specific. They usually involve moving random pieces around on a board until someone wins for whatever reason. Very rarely do they have a theme or any sort of story-driven explanation as to why you're doing what you're doing, but they are also generally highly strategic. If this describes the games your gamer is into, go grab a copy of The Duke, RIGHT NOW! Find it online, right here!

We certainly hope that this list has been both entertaining and helpful to you. If there's something we didn't cover, let us know down in the comments!

Don't forget to sign up on the right to receive our posts via email and check us out on Facebook, Twitter, Instagram, and YouTube. You can also download our monthly Podcast on iTunes!

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The International Gamers Awards Nominees

BoraIt's awards time again, and now we've got the nominees for the International Gamers Awards. According to their Web site, "The International Gamers Awards were created to recognize outstanding games and designers, as well as the companies that publish them. The awards are truly international in scope, with committee members representing countries throughout the world. As such, it is our belief that these awards will truly select the ‘best of the best’ and come to be respected by not only hobbyists, but the general public at large. We hope that this will lead to greater exposure for these wonderful games to more and more people and help spread the word of the 'wonderful world of gaming' on a global scale. There are two categories (that we're concerned with, anyway): The Multi-player General Strategy category and the 2-Player General Strategy. Last year's winners were Trajan and Agricola: All Creatures Great and Small, so I automatically have more faith in these than the sketchy Origins Awards...

So who are this year's nominees? Let's take a look...

Multi-Player General Strategy

Bora Bora—Stefan Feld

Bruges—Stefan Feld

Clash Of Cultures—Christian Marcussen

Ginkopolis—Xavier Georges

Keyflower—Richard Breese and Sebastian Bleasdale

Myrmes—Joann Levet

Nieuw Amsterdam—Jeffrey Allers

The Palaces of Carrara—Wolfgang Kramer and Michael Kiesling

Robinson Crusoe: Adventure on the Cursed Island—Ignacy Trzewiczek

Snowdonia—Tony Boydell

Terra Mystica—Jens Drogmuller and Helge Ostertag

Tzolk'in—Simone Luciani and Daniele Tascini

2-Player General Strategy

Jinteki

Android: Netrunner—Richard Garfield and Lukas Litzsinger

Antike Duellum—Mac Gerdts

Le Havre: The Inland Port—Uwe Rosenberg

Mage Wars—Bryan and Benjamin Pope

Polis: Fight For the Hegemony—Fran Diaz

 

So what's your favorite of the nominees? Will Feld win again, or will the juggernaut Terra Mystica take it. Will a once-dead CCG come back like a zombie of awesomeness to flatline the competition? Who knows?!

Thanks so much for reading. Please check out our new YouTube channel, and also Twitter and Facebook.

Award Announcements: The Spiel des Jahres, Kennerspiel des Jahres, and Kinderspiel des Jahres

By Firestone

HanabiThe biggest awards in boardgaming were announced today.

First up is the big one: The Spiel des Jahres, which is the German game of the year. This is a highly sought-after prize, as a win here can mean big sales—look at Ticket To Ride!

There are only three nominees:

Qwixx, by Stefen Benndorf

Augustus, by Paolo Mori

Hanabi, by Antoine Bauza

I've played Hanabi, and it's terrific.

They also released a list of "recommended games"—kind of a consolation list of games they think you still ought to play.

Libertalia, by Paolo Mori

Divinare, by Brett Gilbert

Hand auf Herz, by Julien Sentis

Escape: The Curse of the Temple, by Kristian Amundsen Østby

La Boca, by Inka and Markus Brand

Riff Raff, by Christoph Cantzler

Rondo, by Reiner Knizia

Mixtour, by Dieter Stein

Yay!, by Heinz Meister

I've played Escape: The Curse of the Temple, and Libertalia, and the latter is one of my favorite games of last year.

BrugesThe Kennerspiel award is for more complex, gamers'-type games. The nominees are:

Bruges, by Stefan Feld

Legends Of Andor, by Michael Menzel

The Palaces of Carrara, by Wolfgang Kramer and Michael Kiesling

I've played none of these. The recommended games for this category are:

Terra Mystica, by Jens Drögeüller and Helge Ostertag

Tzolk'in, by Simone Luciani and Daniele Tascini

I've played Tzolk'in, and you can check out my review of it.

And finally, the Kinderspiel des Jahres—the children's game of the year—nominees:

Mucca Pazza, by Iris Rossbach

Gold am Orinoko, by Bernhard Weber

Der Verzauberte Turm, by Inka and Markus Brand

And the recommended games:

Kakerlakak, by Peter-Paul Joopen

Kuddelmuddel, by Haim Shafir and Günter Burkhardt

Move & Twist, by Kerstin Wallner and Klaus Miltenberger

Pingi Pongo, by Peter Neugebauer

Bim Bamm!, by Lukas Zach and Michael Palm

Baobab, by Josep Maria Allué

Linus, der Kleine Magier, by Wolfgang Dirscherl

Mix Fix, by Andrew Lawson and Jack Lawson

Madagascar Catan Junior, by Klaus Teuber

Star Wars—Battle Of Hoth, by Bastiaan Brederode and Cephas Howard

I've played none of these...

Which ones have you played? Were there any glaring omissions in the nominees? Which ones do you think will win?

Thanks for reading! Please follow us on Twitter, Facebook and Instagram!

What You Missed...

MontrealThanks for joining us this week at Theology Of Games. Here's what you might have missed... We had a chock-full Kickstarter Weekly post.

Then we got word that the worker-placement game Tzolk'in is getting an expansion.

Then Jeremiah took us on a trip to his adolescence, and the joys and pains of Doctor Who.

Then Firestone talked about his love of expansions, and whined about bad expansions.

Then we brought you a review of the game Coup, which is up on Kickstarter, cheap, and lots of fun!

And finally, we shared the latest episode of TableTop, where they play The Resistance.

Thanks for reading, and we'll see you next week!

Tzolk'in is Gett'in an Expans'ion!

Obviously a prototype... My (Firestone) favorite game of last year was Tzolk'in—a fascinating worker-placement game with a cool set of gears in the middle of the board. You can read my review right here.

Well, a report out of The Gathering of Friends—an exclusive, invitation-only week of boardgaming in New York—has revealed that there's an expansion in the works. I can't wait!!

  Get your copy of Tzolk'in on Amazon here.

An Interview With Walk The Plank Designers Shane Steely and Jared Tinney

planklogoThis is a special interview for me (Firestone). Jared and Shane are the designers of the new game Walk The Plank, which you can find on Kickstarter here. But more than that, they’re members of my own game group, and friends. I’m thrilled they agreed to let us interview them.

So tell us a little about yourselves.

J—I spend a good chunk of my time playing games or studying and dissecting games to better understand their inner workings.  When I’m not playing or designing games, I find myself interested in other creative pursuits such as programming or cooking.

S—What would you like to know?  Born and raised Colorado native.  Spend most of my time working, sleeping, or gaming.  On occasion I’ll go outside, but the sun is not my friend.

How did you guys get started playing these type of games?

J—I’ve been a gamer all my life.  This was mostly limited to video games until a college buddy introduced me to the local boardgame store and I’ve been hooked ever since.  I still love digital games, but board games offer something different, and it’s awesome to have such a wide variety of games available to explore.

S—I started playing board games with my family when I was a little kid.  The usual classics, and as I got older I spent a lot of time by myself playing board games and video games.  When you switched schools every year as I did from 2nd through 6th grade, it’s hard to keep friends. So I really got into gaming and it just grew from there.

How did Walk The Plank come about?

S—I had a dream. It was about pirates all trying to shove each other off the plank. It seemed like it would be a cool game, so I came up with a quick, and pretty much all random, dice game. I showed it to Jared, and with his help it turned into a much better and way-more-fun design.

J—Shane came up with the core idea near Talk Like a Pirate Day 2007.  Shane’s initial game was mechanically weak, but I loved the concept.  So, drawing on our experience from other games, we worked together to find better mechanics to truly make the concept shine.

What was the process for getting it published?

S—To be honest, most of that was on Jared. He pushed for getting it published, and so I'll let him tell the tale.

J—We’d had some prior interest from Indie Boards & Cards, but they decided to pass. We also got a narrow 2nd place in a design contest run by Rio Grande. It was clear people really liked the game from this interest and our playtests, but we didn’t have the time and resources to pursue it further.

I was fortunate enough to have a chance to go to Origins 2012—my first gaming convention.  Making sure not to squander this opportunity, I printed up several spec sheets for the game, planning on presenting the game to as many publishers as possible. I was nervous and not really sure where to start; I’d already been chatting with the people at the Mayday booth a bit, so I decided to start there.

I met Seth, the owner of Mayday Games, shortly thereafter and showed him Walk the Plank. He was interested right from the start; the game fit perfectly into Mayday’s product line, and he found the theme and mechanics a lot of fun. A little later I had a chance to play a full game with Seth and his son—and he loved it.  Two days later I had a contract in my inbox.

Are there any other games you guys are working on?

S—I haven’t worked on any others with Jared, but there are always game ideas in the works. None that have turned out to be worth showing off yet. The closest I got to one I thought was playable, but haven’t finished, was my attempt at a dice game. I didn’t look to see if anyone else has done it yet, but after talking with another guy from our group, Devin, we decided there needs to be an Oregon Trail Dice game. If anyone wants to give it a go, let me know.

J—As Shane said we aren’t currently working on anything else together, but I have a handful of designs in progress. Several have interesting mechanics or concepts, but I don’t currently have anything I’m happy enough with to start playtesting heavily. I’d like to have a 2nd finished design within the next 1-2 years, so we’ll see what comes to pass.

What are your five favorite games right now? And what do you like about them?

J—My all-time favorites would probably be Time’s Up, Crokinole, Mao, Galaxy Trucker, and Liar’s Dice. The 5 I’m currently most interested in would be Hanabi, Article 27, The Resistance, Time’s Up, and Tzolk’in. Hanabi is an amazing cooperative game of deduction with a lot of room for clever plays. Article 27 I’ve only had the chance to play once, but it’s such a pure and elegant negotiation game that I’m very enthusiastic about trying it more.

The Resistance continues to be a fantastic team game of deduction, though I wish it wasn’t so heavily biased in the spies’ favor. Time’s Up is always a blast and it’s just a great feeling to be in that zone where you and your teammate are in synch, nailing card after card. Tzolk’in deserves the hype and the gears aren’t just a gimmick—a fresh and interesting take on worker placement with a strong back-end to support it.

S—Favorite anything for me changes on a daily basis, but if I had to list them off the top of my head I’d do so in this order: Galaxy Trucker, Twilight Imperium 3rd Ed., Space Alert, Merchants & Marauders, and Ghost Stories.  I love games with theme. I don’t care how long it takes to play as long as I can immerse myself in the story.

winnie-the-pooh-angryJared, I know you’re a big Time’s Up! fan—having played many, many games with you. What’s your favorite Time’s Up memory?

So many to choose from! Probably the most recent great memory was the ferocious dinosaur-beast known as Winnie the Pooh... Other classics include the inability for anyone to remember Mr. E. Lee’s first name, Buzz Lightyear the Nazi, and of course Maya Angelou the fighter plane.

Shane, you’re a big Vlaada Chvatil fan. What is it you like about his games so much?

He is my favorite designer. Why? Theme and mechanics. I find most of his games just grab my imagination. And most of his designs are very different, so you can play several and know that each is its own game. I haven’t found one yet that I didn’t enjoy.

What upcoming games are you most looking forward to?

S—There’s a lot coming out lately that I want. I can’t wait for Zombicide Season 2, looking forward to trying Sails of Glory, and Star Trek: Attack Wing, to name a few.

J—I’m cautiously optimistic toward Bora Bora—I haven’t especially liked a lot of Feld’s recent games but I like what I’ve heard of the mechanics so far. Compounded looks interesting simply because I like alchemical themes. Beyond that, I’m sure there are plenty of other interesting titles coming out within the next year—I just don’t know about them yet!

5 Questions with 1-Word (or Phrase) Answers

Best thing about Babylon 5?

S—The Shadows.

J—The... space... pirates?

poopsmithWorst thing about Babylon 5?

S—G’Kar

J—It’s 110 hour-long episodes, so I probably won’t get around to actually watching it. Ed note: This explains your answer to Question #1...

Llamas? Yea or nay?

J—Llama School or bust!

S—Llama llama duck

The Cheat or the Poopsmith?

J—Does the Poopsmith perform lightswitch raves?  I didn’t think so.

S—Coach Z

What is “the” word?

S—Is this where I’m supposed to say bird?  I’ll play your game and say bird.

J—Hobo.

Thanks to Jared and Shane for answering our questions! And go check out the Kickstarter campaign! There's less than a week to go; trust me: This is a really fun game.

What You Missed...

quartifactcoverIt's been a busy week for us here at TOG! Here's a quick look at what you missed—or what you may want to take a look at again! We took a quick look at some news about the newest Kingdom Builder Expansion.

Z-Man Games also released information regarding reprints of Carcassonne, and the new edition of Pandemic.

Firestone reviewed the new and very cool board/gear game Tzolk'in.

And don't forget the news about a new Quarriors expsansion!

We're still getting warmed up! Thursday we unveiled our awards for the Best Games of 2012!

dragonAnd today's Kickstarter Weekly featured Dragon Whisperer, a very cool trick-taking card game.

Believe it or not, we've got another week's worth of excitement coming on Monday that is just as awesome as this week! So check back in, tell your friends about us, and as always...don't forget to like us on Facebook, and follow us on Twitter!

Thanks so much for reading and have a great weekend!

The Best Board Games of 2012!

Thanks for joining us for Post #200 here at Theology Of Games. In the Better Late Than Never category: Here they are—our picks for the best games of 2012! Now, realize that even though we both have a board game group that meets weekly, there are some games we just didn't get a chance to play. So games such as Mage Wars and Snowdonia and Myrmes just didn't get played. They might have made the list, and I'm sure we'll play those at some point. You'll just have to wait for the review. :) We also went off of the release dates as seen on each game's page on Boardgamegeek. There are a number of games I was sure came out this year, but I was surprised to see they were actually released earlier (Mage Knight, King of Tokyo, Kaispeicher). So without further ado... Mice & Mystics10. Mice & Mystics—It's essentially a dungeon crawler. You go through rooms, you fight swarms of baddies, you have weapons and armor and special powers, you roll dice, and you're following a loose sort of plot. My group is eight missions into the campaign and we're having great fun. One big reason it doesn't rate higher is that once I've played through the campaign, I'll likely never play the base game again. (Or at least until the expansion comes out.)

Lords9. Lords Of Waterdeep—This is a worker placement game with a thick veneer of fantasy to it. There's a fair bit of mess-with-your-neighbor-ness to it, but I was okay with it.

smashcover8. Smash Up—A card-battling, shuffle-building game, featuring different factions that you can combine to smash up one of several bases on the table. Light rules, cool cards, and fun faction combos. Check out our review here.

PlatoCover7. Plato 3000—This was a surprisingly fun little filler! It's basically rummy with special powers—if you can snag a copy, you should do so! You can read the review here.

gauntlet6. Gauntlet Of Fools—This is another filler that grabbed our attention. You grab your hapless hero and head into the dungeon, where you'll almost certainly die. Sounds fun, right?! Well it really, really is. Read our detailed thoughts on it here.

cover5. Star Wars: X-Wing Miniatures Game—The minis are way cool. The gameplay is fast and fun. AND IT'S STAR WARS! This is the kind of game I expect to sink a ton of cash into, but the looks on my kids' faces when we play makes it worth it. Here's our review of this terrific game.

cover4. Android: Netrunner—The first of two LCGs on the list is a remake of the classic CCG from the 90s. This reboot is excellent. The key is the asymmetrical play—with one playing the powerful corporation and the other playing the plucky, tricky hacker. This has so much potential for interesting expansions...I can hear my wallet screaming now... Here's our review.

box-SWLCG-left3. Star Wars Card Game—This is the start of something really great; the base set is already climbing to the top of our lists, and they haven't yet expanded it for 4 players. With the unique Edge Battle mechanic, paired up with some pretty awesome card artwork, the sky is the limit for this LCG. We're really looking forward to what Fantasy Flight has in store. In the meantime, check out Jeremiah's review.

Mayancover2. Tzolk'in—I can't remember the last time I was this enamored with a game. Rather than gush over it here, I'll just point you to my review.

Avalon1. The Resistance: Avalon—What can we say about this game that we haven't already? The Resistance is one of our favorite titles of all time, and Avalon adds just enough variance and depth to keep us coming back for more back-stabbing, lying, skulduggery and intrigue. The new/optional roles have increased re-playability even more. Read our review here; then go get the game. Now. What are you waiting for?!

So what did you think were the best games of last year? Let us know in the comments, and make sure you "Like" us on Facebook. And over on Twitter too!

Gears of Whoa!—A Tzolk'in Review

Mayancover By Firestone

One of the most buzzed-about games of the last year was a little game called Tzolk'in. But it seemed like the interest might be simply because of the cool gears that cover most of the board. Well I've played it now, and I can assure you, there's a solid game to go with those cool gears.

The game is set in Central America during the time of the Mayans, and you're trying to earn the most VPs through careful placement of your workers. There's a large, ornate gear in the middle, and five smaller gears around that one. The large one acts as the game's "timer" It will turn once around, and then the game ends, while the smaller ones will turn many times over the course of that large gear's one turn. Science! There are also a few tracks—including a tech tree and three temple tracks. And there are spaces for buildings and monuments, which you'll buy with resources. The game crams a remarkable amount of information onto one board without becoming Gearsoverwhelming.

Turns are "simple": You will either place one or more workers onto the board, or you will take one or more workers off the board.

Each of the gears has spaces for the workers to sit on, and each gear has different actions around them. You have to place your worker on the lowest available space on each wheel, and possibly pay to do that. The spaces start at zero corn (the game's currency), and go up from there. So you have to pay corn to place your worker (unless it's on the lowest space, which is free), but you also have to pay for each worker you place beyond the first one each turn. And the prices ramp up for each worker, so you always have to carefully consider whether you can afford to place workers.

At the end of each turn, you turn the big gear, which turns the little gears, which move the workers on those gears. So each turn a worker will move ahead and be in front of a new action space. The spaces get better the further along the gear you go, but because you have to either place workers or take them off, it can be a tricky thing to get workers to ride that gear for a while.

board

When you decide to take a worker off a gear, he gets to do the action that's in front of him when you take him off. (If you decide you actually want to do an action further back on the gear—because something on the board changed, or you timed the taking off/putting on poorly, or whatever—you can, but you have to pay one corn for each space behind you that action happens to be.) One of the gears has actions that let you take corn or wood. One lets you get building resources, such as wood, gold, stone, or crystal skulls. The third gear has actions that let you advance the tech tree, build Buildings, and build Monuments. The fourth gear lets you do things such as pay corn to advance on the Temple track, get another worker to use in the game, and build a Building using corn rather than resources. The last couple of spaces on every gear allow you to take a earlier action on the gear, but without having to play the extra corn. The fifth gear is a little different, in that those spaces give you straight VPs and let you advance on the Temple track. The further on the wheel, the more VPs, but each space costs one crystal skull, so once someone has claimed a space with their skull, no one else can use that one.

skullgear

As if all of that weren't enough, I still have way more stuff to explain!

There's a space where you can put a worker down to claim the first player marker. Each turn where no one does that, you put corn on the wheel. So as the corn adds up turn over turn, there's incentive for other people to grab that first player space.

So there are three Temple tracks. Since you're Mayans, and Mayans believed in many gods, you'll be trying to win the favor of the gods and advance on these tracks. It's not like there's a Sacrifice A Villager space—it's completely abstracted. You take an action on one of the wheels, and move your marker up the ziggurat. That gets you more VPs during scoring, and a couple of spaces give you resources, too. There is a mechanism in the game where you can beg for corn if you can't pay for something, but this "angers the gods"—which simply means you have to move down one of the tracks. It's not the focus of the game, and there's nothing that made me feel I was being asked to worship anything—it's just one of the game's mechanisms given a thematic coat of paint.

The tech trees let you do things such as gather extra corn when you take the Gather Corn action; get extra wood, stone, or gold when you gather that resource, or get resources when you build a Building—plus a few others. The tech trees are cool, but as with so many great games, you can't do everything, so you have to choose wisely, and hope your choices are better than your opponents' choices.

Image from BGG user henk.rolleman

Finally, there are two tracks on the bottom of the board. One holds Buildings; at any time there will be six of them on the board. They let you do things, such as move up on a tech tree, or move up on Temple tracks, or spend less to feed your workers at the end of each turn. There are two batches of Buildings; you use the first ones in the first half, and switch to the second batch for the second half—and the second batch has better Buildings. Another reason to build Buildings is that some of the Monuments will give you VPs for having certain-colored Buildings.

The game comes with a number of Monuments, and each game you'll use exactly six of them. Those—unlike Buildings—won't be refilled. They give you bonuses and VPs at the end of the game, but you have to build them using resources, just like a Building.

The game is divided into four quarters, and at each quarter you'll have to feed your workers—two corn each unless you've built a farm Building. Unlike Stone Age, starving your people here is a BAD IDEA. Also depending on the quarter, you might score some of the Temples, or get some resources. After the last quarter, you count up VPs, add in bonuses from the board or from Monuments, do a couple of other fiddly things, and whoever has the most VPs, wins!

Whew! Well that's it. As you can see, there is a LOT going on. Your first game will probably take you a while, because even though you can only take off or put on workers, there is a lot to think about. This game is all about timing. You'll constantly be trying to figure out whether putting these guys down this turn will allow you to take that action later to get this resource to later turn into that Building provided your dude on that gear can ride far enough along to get to the Building action. This is NOT a light game...

Image from BGG user Goodsound

One the great things about the game is that there are many things that change the experience from game to game. The Monuments are different each game, for one. Another thing is the starting resources. The game comes with tiles that have various bonuses on them, such as a free movement up one of the tech tracks, or another worker to start the game with, or a free skull, or moving up the Temple tracks. You get four tiles, and you choose two of them to start the game with. That will often determine what route you take (at least at the start). Your experience from game to game should be quite different. And because there are so many viable routes to victory, you'll feel complete freedom to explore a different strategy from game to game.

You'll need to determine if the Temple tracks are enough to keep you away from the game. Again, it's completely abstracted, but there is talk of "pleasing the gods" to move up, or "displeasing the gods" and having to move down. You're not sacrificing people to these gods, or worshiping them in any way. But we'd understand if that makes you uncomfortable.

This is one of the best games I've played in the past year. I can't wait to try out some new tactics and strategies—and I REALLY can't wait to get my grubby hands on a copy of the game, and paint those sweet gears. If you like deep games, and/or worker-placement games, check out Tzolk'in. It's way more that a gimmick.