Kero.

Kero is a pure two-player game that is absolutely perfect if you like games with lots of dice-rolling – not the Monopoly sort, where you roll once and are stuck with it, but more like King of Tokyo and other games where you get to re-roll repeatedly until you get a result you like or you bust. There’s a lot of luck involved, and I’m not sure all of the elements here are strictly necessary, but there’s something very appealing in how Kero works the dice.

Kero’s theme is postapocalyptic, and each player has a truck full of kerosene that must be refilled from time to time. Players roll the dice to collect various resources and use them to collect cards worth points at game-end and that also give one-time or permanent benefits, and can place ‘recruits’ on the four territories on display to claim those for more game-end points. Your truck contains an hourglass with sand in it, and on your turn you flip it and may continue rolling your dice as long as you have sand (kerosene) left in your tank, or until your dice all show fire icons, after which those dice have ‘burned up’ and can’t be re-rolled. The other sides of the five basic white dice show various resources – metal, food, recruits, fuel, or bricks – and you may pay fuel to add any of the three bonus dice, which have bigger rewards on them.

When your fuel runs low, you can spend one jerrycan token to refuel – and your opponent gets to roll the dice. You flip your truck the other way, so the sand fills the visible portion of the truck’s tank, and your opponent rolls all eight dice, and rerolls every die until all eight show fire tokens, at which point the refueling stops and you set your truck on its wheels again. (If you get seven fire tokens, then you roll the eighth die a maximum of five times before you just give up.) So there’s randomness all over the game, but the designers – Prospero Hall, the same group behind the Villainous games – have mitigated that with the ability to re-roll, and additional tokens you can use to allow even further rerolls or that let you ignore fire symbols for a particular turn.

Once you’ve decided to stop rolling dice on your turn (assuming you didn’t run out of fuel, which would end your turn immediately), you can use the resources shown on your non-burned dice to buy things from the board. The most common choice will be to buy cards from the market, with cards granting you points at the end of the game and most cards giving you either a one-time bonus or a permanent (unique) bonus for the rest of the game. The permanent bonuses mostly appear in the first round of the game – there are three rounds, separated by ‘claim cards’ shuffled randomly into the main deck – and grant you powerful benefits like a specific resource in every turn for the rest of the game, or the ability to convert something into fuel. Each player also starts the game with two Tuarek tokens, which grant one-time abilities like the power to ignore fire icons on dice for a turn or to move explorers to different territories.

Those territories, of which there are twelve, appearing four at a time across the three rounds, are the other source of points for game-end, either flat bonuses or bonuses tied to the cards you’ve collected. Each player has seven explorer tokens they may place in each round, usually by combining a recruit icon and a metal icon from dice. When a claim card appears to end a round, players compare who has the most explorers on each territory; whoever has the most gets that card for the rest of the game, taking any immediate bonuses on it. (There’s a power you can gain that helps you win ties, which happen frequently.) This is one of the few clumsy mechanics in the game, because the rounds are short enough that territories often go to a player who placed a single explorer on them, and it’s nearly always more efficient to go claim an empty territory than to compete with your opponent for one where they’ve already placed a token.

Kero games run about a half-hour, as the game’s length is determined by how quickly you move through the card deck; any time a player finishes their turn with at least two fire icons showing on the dice, you also ‘burn’ the rightmost card in the market to keep things rolling (pun intended), so there’s no way to stall progress through the game. The mixture of controlled randomness through the dice and the light engine-building aspect of the cards with permanent benefits makes Kero better than a pure dice-rolling game, so there is some strategy involved, but it’s definitely a game of luck – perhaps one of making your own luck, but still one where the randomness of dice rolls has a lot to say about who wins. That makes it a good game to play with your kids, since the dice will help smooth out any gaps in your skill levels, and one I think we’ll keep on the shelves here, but not something I’d pick over my favorite two-player titles like Jaipur or 7 Wonders Duel.

Petrichor.

I got my first look at Petrichor back at GenCon 2017, where the APE booth had a prototype of the game and both the stunning artwork and the clever theme (players are clouds? Sign me up!) caught my eye, although there wasn’t much available yet about the actual mechanics. The game finally hit U.S. shelves this summer, and it didn’t disappoint, with a smart combination of individual strategy and direct interaction between players, plus the replay value of a modular board that can alter the tenor of each play depending on what tiles are available and how they’re aligned.

Players in Petrichor aren’t actually clouds, but they get to place clouds on the board, adding their own rain drops to clouds to try to gain the most points from watering the various crops shown on the board’s tiles. On a typical turn, a player will play a card from his/her hand showing one of the four main actions – create a new cloud with one of the player’s own raindrops in it and place it on the tile, add two raindrops to a cloud the player is already in, take one or two of the player’s raindrops from clouds and make them ‘rain’ on the tiles below, or use the wind to blow a cloud to an adjacent tile – and then cast a vote for the weather for the next round. There are four types of weather actions, and the player can vote for the kind shown on the card s/he played, or can vote for the next weather type after that (clockwise) on the board. The player can also skip the vote and choose to reduce the value of one of the three harvest dice to bring the game closer to the next harvest; that action brings the player one or two points immediately, and the Harvest itself is when all crops are scored and raindrops on the board are cleared.

Players continue taking these actions, potentially taking a second action by playing two cards of the same type, until someone passes, after which the remaining players may take one final action before the round ends. At the end of a round – there are six rounds in the full game, or four in a shorter game – the votes on all weather spaces are tallied, and the two with the most vote tokens on them are used; the player with the most votes on each space moves up one on the weather voting track, which can be worth quite a few points at the end of the game, enough that you ignore it at your peril. Those actions can upgrade light clouds (1-3 raindrops) to thunderclouds; cause thunderclouds (4-7 raindrops) to rain; allow each player to double his/her drops in one cloud; or allow each player to move one raindrop of any color to an adjacent tile. (A cloud with 8 or more raindrops ‘overflows’ immediately, raining those drops directly to the tile underneath.)

Most tiles begin to grow once the minimum number of raindrops shown on the tile, one to seven depending on the crop, is reached – counting only drops on the tile itself, not those still in a cloud – and the tile is then eligible to score at the next Harvest. Some crops just reward points based on each player’s raindrop count on the tile. Wheat tiles give three points to anyone with drops on the tile, no matter how many, except for the person with the most drops on it, who gets two points plus a special wheat token; at the end of the game, the player with the most wheat tokens gets 12 points. Potato tiles give 7 points to the player with the second-most drops on them, but only 3 to the player with the most. Coffee and rice plants must first be sprouted, and then award more points when they develop into full-grown plants. Thus a huge part of Petrichor strategy is figuring out where best to place or move your raindrops to maximize your point total and potentially reduce those of your opponents.

The wind action is a big part of that strategy as well. If you use a wind action yourself, you can move a cloud on to a tile with another cloud on it, which causes them to merge – a way you can snipe points from an opponent who might have thought s/he had that tile’s bonus locked up already. If one of the two weather spaces activated by vote at the end of a round includes the wind, you can also use this to change the scoring of tiles, often significantly, as a sort of sneak attack. That makes the two ways the wind appears in the game particularly useful for a player who’s fallen a bit behind – more so if the player can stack up enough votes on the wind space to gain the voting bonus for the round as well.

At the end of the final round, there is always a Harvest regardless of what the dice show, and all four weather actions are activated, although only the top two are scored in the voting. Players then add the value they’ve reached on the voting track to the points they’ve acquired throughout the game, as well as the bonus for wheat tokens if the wheat tiles were used in the game, to determine the winner. Games take 45-60 minutes, and while the strategy can be quite involved because you’re searching for moves that will benefit you without helping your opponents, and possibly taking points away from them, the mechanics themselves are quite simple to learn, enough that younger players should be able to play along with the adults.

There’s also a solo mode available called the Southern Winds variant, where the board comprises six tiles (with certain tiles unavailable in this mode). You play against a neutral player, whose moves are controlled by a special nine-card deck that allows that player to make moves unavailable to you and tends toward the aggressive, which requires you as the solo player to play quite differently. The solo game goes four rounds, and the neutral player still gets to vote on weather and to reduce Harvest dice values for points, with a Harvest guaranteed at game-end. The neutral player is strong, but it’s also ‘dumb’ enough that it can’t adjust for the presence of weird tiles like the potato (second-most raindrops gets more points) or wheat, so you might want to remove those tiles from the possible layout. Solo play becomes a bit more of a puzzle, or even a bit like programming – you can work through the likely set of moves for the neutral player, and then counterprogram with a set of potential moves for yourself to set yourself up to capture the majority of the scored tiles in each Harvest. I’ve found it’s easier to focus on the tiles than the voting in the Southern Winds, and have beaten the solo player outright before giving myself the bonus for wheat tokens.

Petrichor also comes with many variants in the rulebook to further enhance play, most notably a card-drafting option to replace the random card draws of the base game, which assumes players have some experience and will further lengthen game times. It’s solid with two players, better with three or four to get more clouds on the tiles and more chance of players interacting with each other (even though you make the board slightly larger). And the artwork is truly stunning, some of the most appealing I’ve seen this year, boosted by the choice of white backgrounds for all components to brighten the table and the clear glass beads that represent the players’ raindrops. It’s well worth seeking out if you’re looking for a midweight game that’s quick to learn but can provide you with the strategic depth of a slightly heavier title.

Stick to baseball, 2/16/19.

No ESPN+ content this week, but my entire prospect ranking package is now up for subscribers, including the top 100, farm system rankings, and in-depth rankings for all 30 teams, with at least 15 prospects ranked in each system. Before my vacation I wrote up the J.T. Realmuto trade. I also held a Klawchat this Thursday and another back on February 6th.

My most recent board game review for Paste covered the light, fun engine-builder Gizmos, by the designer of Bärenpark and Imhotep, a very family-friendly title with no text to worry about that takes the engine-builder concept and boils it down to a simpler game that plays in well under an hour.

I also resumed my email newsletter, so feel free to sign up for that if you just can’t get enough Klaw in your life.

And now, the links…

Stick to baseball, 1/26/19.

I had one ESPN+ piece this week, on the three-way trade that sent Sonny Gray to Cincinnati. I also held a Klawchat on Thursday. The 2019 top prospects package begins its rollout on Monday.

At Paste, I reviewed the cooperative game Forbidden Sky, from Pandemic designer Matt Leacock, who adds a fun STEM element to the same framework he’s used in Pandemic and the other Forbidden titles.

And now, the links…

Stick to baseball, 1/19/19.

Nothing new from me this week, between prospect writing and a trip to NYC the last two days to attend a MEL magazine event. The prospect rankings will start to run on ESPN.com on January 28th and will roll out over two weeks.

And now, the links…

Stick to baseball, 12/15/18.

This week’s MLB winter meetings weren’t great, but I did write up a few moves: Cleveland’s trades for Carlos Santana & Jake Bauers, the signings of Joe Kelly and Jeurys Familia, the Lance Lynn signing & Tanner Roark trade, the Rays’ signing of Charlie Morton, and the Phillies’ signing of Andrew McCutchen.

On the board game front, I wrote up every game I tried at PAX Unplugged for Paste, and reviewed the Terraforming Mars app (on Steam) for Ars Technica.

I resumed my free email newsletter this week, after a longer break than I wanted due to those same stupid meetings and stupid prospect calls getting in the stupid way, but you should join the over 5000 current subscribers for even more of my words.

And now, the links…

Stick to baseball, 12/8/18.

I had five pieces for ESPN+ subscribers this week, on the Robinson Cano trade, the Paul Goldschmidt trade, Washington signing Pat Corbin, the Yan Gomes trade, and the Jean Segura trade. I did not hold a chat this week due to other demands on my time.

I have updated my annual posts of recommendations of cookbooks and gifts for the cooks in your life. My top board games of the year columns for Paste and Vulture should both go up next week; I’ll post my year-end music rankings here the week of the 17th.

And now, the links…

Stick to baseball, 11/17/18.

My one piece for ESPN+ subscribers this week looked at some major names on the trade market this offseason. I also held a Klawchat on Friday.

I appeared on the Pros and Prose podcast to talk about Smart Baseball and other topics related to the book and reading/writing in general.

I’m back to sending out my free email newsletter every week to ten days or so, as the spirits move me. The spirits usually include rum, of course.

And now, the links…

Kahuna app.

Kahuna is on the old side for a Eurogame, debuting in 1997 under another name and appearing in its current form in 1998, making it one of the earliest titles in what is now known as the Kosmos two-player series, which includes Lost Cities, Targi, and Jambo. Kahuna hits a lot of the right notes for a two-player game, requiring a lot of interaction between players with a nice balance of strategy and luck, as the players compete to control areas of a map with twelve islands on it by playing cards that allow them to build bridges between islands or to blow up the other player’s bridges. Kahuna got the app treatment earlier this year from USM, the same publisher behind some of the Catan implementations, and it’s a great-looking version of the game that could use a much stronger AI opponent and a simple undo function to make it great. The iOS version appears to have come out first, with an Android release in August; both are $2.99.

The Kahuna board has the aforementioned dozen islands, with names that start with each letter from A to L, and various links connecting them on which players can build bridges. If you play a card with the name of any island, you can place one of your bridges on any link that has one end on that island. If you place your bridges on a majority of the links from any island – ranging from three to six total links depending on the island – you gain control of it, placing one of your stones on the island, and then removing any opponents’ bridges that connected to that island. You may also play two cards matching the islands connected by an opponent’s bridge (two of the same island, or one of each) to destroy it, which may in turn cost your opponent control of one or more islands. You can play any number of cards on a turn, but you are not required to play any cards at all, so you can stockpile cards up to your hand limit of five and then drop as many of those as you’d like for a power move that might, for example, blow up an opponent’s bridge and then steal control of one or more islands in one fell swoop.

The game has three rounds, and at the end of each round you compare the number of islands controlled by each player. Each round ends when the draw deck – there are 24 cards total, with three on display at any time – is exhausted. The leader after round one gets 1 point, after round two gets 2 points, and after round 3 gets a number of points equal to the difference in number of islands controlled, so a player can drop the first two rounds and still make a furious comeback in round three (although I don’t recommend this as a strategy).

The app version ran very smoothly for me through a few dozen plays, and the graphics are bright and clear, with just a minimum of text required to play (you just need to be able to identify the islands by their first letter to follow the game). The UI is simple: to play a card, you tap it once, and the screen shows you your options for building; tap a second card and it will show you any bridges you can destroy by playing both. You draw a card from the three face-up options or the top of the deck with a single tap. There’s no undo option for anything, however, which is dangerous when an errant tap can make your move, or if you tap something to try to see your options and end up playing a card instead.

The tutorial is pretty thin, and the app forces you to play through about a dozen AI opponents of increasing difficulty before you get to the hardest opponent, which I could still beat regularly despite coming into the game with zero playing experience. I think it took me three tries to beat that AI player for the first time, after which I’d win 80-90% of the time (not counting draws, which aren’t uncommon in my experience). The app should allow players who know the game to jump directly to the hardest AI opponent, and it looks like even that hardest AI player often misses opportunities to take cards that would give it control of certain islands in the center of the board. It’s aggressive, just not aggressive enough in a game that seems to require it. If the developers improve that hardest AI opponent and give some kind of undo function – especially when you draw a face-up card, which effectively ends your turn – I’d give the app a top rating. For now, it’s a fun diversion, but I’d have to use the online multiplayer option to get more out of it.

Stick to baseball, 9/22/18.

For ESPN+ subscribers, my annual list of players I was wrong about went up on Thursday, including Matt Chapman and Harrison Bader. I also held a Klawchat this week.

Over at Ars Technica, I reviewed the new digital adaptation of the complex board game Scythe, available now on Steam. I don’t love the underlying game of Scythe but the implementation here is spectacular.

Here on the dish, I’ve set up a new index page for all my board game reviews in alphabetical order; there are 160 there now and I’ll continue to update it as I post new reviews here or on other sites. I reviewed two more games here this week: Mesozooic and Founders of Gloomhaven.

I sent out a new issue of my free email newsletter earlier this week; it’s irregular in timing and content, but hey, it’s free.

And now, the links. I do want to warn anyone who might be triggered by such stories that there are quite a few links here relating to sexual assault.