Thebes.

Thebes is a moderate-strategy game, first published in 2007, that uses an archaeology theme to bring a couple of clever mechanics to the genre without becoming too complex or slow. It also is the rare game that plays as well with two players as it does with more, even though the tenor of the play and your strategy will both vary greatly with the number of players. (It’s back in print as of January 2021.)

In Thebes, you’re a lead archaeologist who must gather resources called “knowledge points” before you head off to one of five dig sites (each with a unique color) to try to retrieve valuable artifacts. You gather these knowledge points in seven European cities, so the entire map has just twelve sites and getting around is straightforward, and by taking one of four cards shown on the board at any given time. To draw a specific card, you move to that city and pay the cost to acquire the card – more on that cost in a moment – after which you add it to your hand. Most cards contain one to three books in the specific color of one of the dig sites; those are “specialized” knowledge points, good only for that dig site. There are “general” knowledge points, blank books that count toward any dig site; assistant cards, which you collect in sets to add more specialized knowledge for any dig site; shovel cards, which you collect in sets to draw more artifacts when you dig; and rumor cards, which you count once as specialized knowledge during a single dig and then discard.

When you go to dig, you move to the city of the dig site and count all of your knowledge applicable to that dig – all your specialized knowledge points in that color, plus all of your general knowledge points up to the number of the specialized points, and then use a wheel to determine how many artifacts you can take from the dig site (a bag of tokens), which is also a function of how many weeks you wish to spend digging. There is no money in Thebes; the currency is time, as it takes one week to move between adjacent cities, one to six weeks for any card you take from the board, and up to ten weeks for any dig. The game takes place over three years for two players and two years for four players, so time is truly fleeting in Thebes and you need to budget carefully.

Those bags are the one truly new mechanic in Thebes, a game without much randomness until you start pulling tokens from a bag. There are 31 artifact tokens in each color, 13 worth one to six points each, two tokens worth knowledge points (one general, one specific to another color), and 16 blanks. At the start of the game, you take a one-point token in each color and place it on the map, so that the first player to dig there gets that artifact as a bonus. Then the digging begins: You use the wheel to determine how many artifacts you can pull (again, a function of your knowledge points and the number of weeks you wish to spend), and then take out that many tokens. You keep any that aren’t blank … and you put the blanks back in the bag. That’s right: The odds of pulling out a non-blank token just get worse as the game goes on. It pays to be the first one into the tomb.

Most of your points (about 75-80% in our experience) will come from artifacts you gain from digging. There are three other ways to gain points in Thebes. Two of them, Congress cards and Exhibitions, are available in the main card deck and will appear in the four card spaces on the board along with the cards described above. Congress cards are simple – there are nine, and you get points based on how many you have, with the point totals rising sort of logarithmically, up to a maximum bonus of 28 points for seven cards. Exhibitions come up in the second half of the game, roughly, and they reward you with four or five bonus points for artifacts you’ve already obtained; if you have the right combination of artifacts, you go to the city on that card, take it from the board, and gain those points at the end of the game. It’s a significant cost in weeks, however, so the payoff isn’t great. The final way to gain points is to have the most specialized knowledge points in any specific color, with the leader in each color getting five points, co-leaders in any color each getting three.

The one other unusual mechanic has appeared in other games, including an even more elegant implementation the wonderful 2010 title Glen More, where one player might get multiple consecutive turns because other players have moved too far ahead. Players count their weeks spent via a track around the outside of the board, and the player whose token is the furthest behind gets to take the next turn. Say you’re playing a two-player game and your opponent chooses a ten-week dig in Palestine; if you can play your cards right, literally, you might get four turns in a row to grab other cards while s/he is busy, because you’ll move around the track but still be behind your opponent.

Games take under an hour and setup is very simple, assuming you don’t do what I did once and confuse the colors of the bags. Thebes is also quite language-proof, with some of the clearest iconography of any game I know, at least among games at this level of complexity; I’d compare it to Ticket to Ride’s simplicity in that one aspect. There’s nothing in here an eight-year-old couldn’t handle, and most of the strategy involved is easy to understand; the hardest part of the game to grasp might be estimating the expected values of digs, especially once players have already been in a bag once or twice but might have yet to discover some of the most valuable tokens. (There are five cards showing the distribution of point-bearing tokens in each bag.) It’s a bright, attractive game with a well-integrated theme that fully ties into and even explains the game’s most notable mechanic, a very solid addition for anyone looking for a family game that kids will like but that has enough substance for the adults.

Coup.

My ranking of the top 100 prospects in this year’s draft class is up for Insiders. I’ll chat about it on Wednesday.

The interactive card game Coup is part of the Resistance universe of games, but unlike the game that heads up that family, it doesn’t require five or more players, playing very well with as few as three. (The game plays two, but I’ve found it isn’t a great experience.) In Coup, each player gets two cards randomly drawn from a deck of just fifteen, containing three apiece of five different types, and can take any of the actions prescribed by those card types … but players aren’t required to show their cards when they make moves, so they can flat-out lie about what they have. That introduces the challenge system: If you think someone else is lying, you challenge him/her; if you’re right, s/he loses a card, and if not, you lose a card. The last player with at least one card remaining in his/her hand wins.

The play system in Coup is simple, as there are only seven actions available, five of which are defined by the cards. A player may take one coin as Income, which requires no card and cannot be challenged. Any other move requires a card and is subject to challenge from another player. The Duke allows the player to draw three coins as Tax. The Captain allows the player to steal two coins from another player, or to block another steal attempt. The Ambassador allows the player to exchange one or both cards with two cards from the deck, or to block a steal attempt. The Assassin charges three coins to take out one card from another player. The Contessa can block an assassination attempt. The sixth move is the Coup: For seven coins, a player can force another player to reveal a card, with no block or challenge possible. When a player begins a turn with at least ten coins, s/he must make a Coup against another player.

(The physical game includes an eighth action, drawing “foreign aid,” where the player draws two coins of income rather than one, but can be blocked by the Duke. This isn’t in the app version, which I’ll discuss below.)


The challenge system is what makes the game run, however. If you think another player is trying to make a move using a card s/he doesn’t have, you challenge it. There’s significant risk, since you only have two cards, and if you’re wrong, you lose one of them (and if you’re already down a card, a failed challenge knocks you out of the game). Of course, you can employ a little math, because you know what two cards you have, what other cards have been revealed, and perhaps what cards you’ve put back into the deck via the Ambassador, but the odds are rarely fully in your favor. If another player tries to use the Assassin’s power against you, and you challenge him unsuccessfully, you will be knocked out of the game: you lose one card for the unsuccessful challenge and another to the Assassin. On the flip side, you have nothing to lose by challenging an assassination attempt when you’re already down to your last card. If you make a move, are challenged, but weren’t bluffing, you still lose the card in question, gaining a randomly drawn replacement from the deck.

I’m reviewing Coup now because there’s a free iOS app version available, one with some in-app purchases, fresh graphics, no AI players (that’s coming, I’m told, but I don’t think it’s necessary), and the options to play friends or to participate in ‘ranked’ matches that cost you ‘reputation’ points, with the chance to win points and increase your reputation if you win the match. Aside from some small server glitches such as push notifications not arriving on time or having to submit a move twice, I’ve had a very smooth gameplay experience with the app so far. The server usually responds quickly enough to keep games moving, with moves in ranked matches limited to two minutes, with players getting the boot if they don’t respond quickly enough. (This can screw one of the remaining players, however, if you’ve built a strategy around having that booted player around for a little longer.)

The Coup app impressed most in how seamless it makes the gameplay despite the high interactive component and necessity of having constant communication back and forth to the server. In timed games, each player has two minutes to submit a move, and if it can be challenged, the next player gets a two-minute timer to Challenge or Allow it. (Any other player can challenge before that next player hits either button.) If a player sends the Captain or Assassin after another player, the target gets two minutes to decide to challenge, allow, or respond by claiming to have a counter card in hand. The two-minute limits mean games move quickly, sometimes too quickly for me – a few times when my iPad screen timed out, I couldn’t get back into the game fast enough to submit a move.


I did not win this game.

There’s a limited chat feature that allows players to say some stock phrases, with four expansion chat packs available, two free as well as two for $0.99 each (including a set of taunts, which I don’t think is a particularly sharp idea). You can pay $2.99 to remove any ads from the game (although I’ve barely noticed any), $4.99 for a “spies expansion” that gives you detailed information on your opponents’ tactical patterns, and $3.99 if you want to use alternate graphics, including the images from the physical game. It’s certainly worth the $2.99 price to remove ads and support the development effort, but I’d have a hard time justifying paying for more reputation points – it’s a little too close to the days when I’d lose a whole roll of quarters playing Gauntlet. I’ve played Coup against random opponents in over 50 games so far, which speaks to how addictive it can be and how quickly you can rip through a few games in one sitting.

Saturday five, 4/25/15.

My one Insider piece this week was a draft blog post on Donny Everett, Mike Nikorak, and first-round rumors, and I’ll have a similar post up within 24 hours on two Vanderbilt prospects and more gossip. I held my Klawchat on Wednesday, and I have a new boardgame review up for Paste on the X-COM boardgame adaptation, which seems to be true to the spirit of the video game, but which I found excessively complicated.

And now, the links… saturdayfive

  • Yet another study showing vaccines don’t cause autism. How much research time and money has been wasted because of one disgraced doctor’s fraud? And how many children have suffered because their parents bought into the vaccine deniers’ lie?
  • The BBC has a 25-minute Inquiry program on the true causes of the conflict in Yemen, and why it matters for the rest of the world. It’s an essential story that’s barely covered in the U.S. right now, even though we’ve had a hand in it and are poised to come out big losers once again.
  • Does a US child go missing every 90 seconds? No, of course not, but that won’t stop people from repeating a bad statistic that gets clicks.
  • It’s full of spoilers, but I enjoyed the NY Timesrecap/review of the Broadchurch season finale. My review of season two is mostly spoiler-free.
  • Are hospitals doing all they can to prevent Clostridium difficile infections? Not yet, according to a terrifying new study.
  • How Dodgers fans are using tech tricks to evade the TV blackout. This isn’t a black-and-white issue; viewers getting screwed by a legally sanctioned monopolist are resorting to illegal methods to access content for which they would and do pay. MLB can solve this quickly by ending local blackouts, or Congress could force cable companies to open their infrastructure to competitive carriers, and please stop laughing now.
  • Earlier this month, a federal court upheld New Jersey’s ban on gay “conversion” therapy, leading to calls for a national law doing the same. The Human Rights Commission has some links on the harm such therapy inflicts, as well statements from major medical associations against the practice. It’s abhorrent and cruel.
  • My friend Wendy Thurm waxes on the Islanders’ departure from Nassau Coliseum. I grew up an Islanders fan and still remember hanging the Newsday cover with the headshots of everyone on the Isles’ roster after they won their fourth straight Stanley Cup, as well as the cover the following spring with the headline “Deprived of Five.” (Damn you, Gretzky.) But the Coliseum is a dump and it was never easy to get to in the first place. That said, if you play in Brooklyn, you’re no longer allowed to be called the “Islanders.” You can be the Hipsters, you can be the Tip-Tops, you can even be the Bums, but once you crossed the county line into Queens you ceased to be Islanders.

Finally, apropos of nothing, I’m just going to leave this here:

Saturday five, 4/4/15.

My predictions for 2015 are now up for Insiders. Earlier this week, Eric Longenhagen and I put together a lengthy post of prospect notes from spring training, covering players from Houston, Atlanta, the Yankees, San Francisco, the Cubs, and Texas. My top 50 prospects update went up earlier in the week, with very modest changes other than the addition of Yoan Moncada.

My latest boardgame review for Paste covers the tile-laying game NanoBot Battle Arena, a quick family-strategy game with a high interactive (read: screw your opponents) component.

saturdayfiveI’ve got fewer links than normal this week due to endless travel; at this point I’m just relieved spring training is over and I can regain some kind of control over my whereabouts.

Saturday five, 3/14/15.

Happy π day! May all your infinite series converge.

My Insider content this week included a post on Danny Salazar, Kendall Graveman, and others from a Cleveland/Oakland spring tilt, and a draft blog post on Kolby Allard, Lucas Herbert, and Kyle Molnar. My weekly Klawchat transcript is up.

My latest boardgame review over at Paste covered the Kennerspiel des Jahres-nominated strategy game Rococo, where players run haberdasher/dressmaking firms in a game that combines deckbuilding, resource management, and worker placement mechanics.

And now, this week’s links…saturdayfive

  • If you’re interested in eating parakeet, muskrat, or pigeon, head to Amsterdam, where the The Kitchen Of The Unwanted Animal food truck serves up all kinds of non-traditional meats, including a horse burger called the My Little Pony.
  • A study published in Molecular and Cellular Oncology found that oleocanthol, a phenol compound found in extra virgin olive oil, killed cancer cells by breaking down their membranes, yet left neighboring non-cancer cells alone.
  • The New Jersey Senate is moving to tighten the “religious exemptions” to vaccination requirements. These exemptions are bogus, unenforceable, and unnecessary even under the First Amendment (you retain the option to home-school your children if you’re still too ignorant to vaccinate). My only issue with this piece is that the writer, Susan Livio, didn’t qualify or question the claim of one mother who said her child was injured by a vaccine – and Livio got huffy with me on Twitter when I pointed this lack of verification (kind of a big deal in journalism) out.
  • More vaccine stuff: A strong overview of the scientific evidence that vaccines do not (and can not) cause autism, passed along by former big leaguer Chuckie Fick.
  • The evolutionary case for how man ate his way to “world dominance.”
  • This Man Legislates, a new Tumblr dedicated to elected officials who saw or do horrible things – racist/sexist remarks, spousal abuse, giving away an adopted child to a man who later molested her. You know, the kind of behavior we’ve come to expect from the people who write our laws.
  • A famous Hillary Clinton quote was never actually uttered by the former First Lady; it’s from Erin Gloria Ryan, writing about Hillary for Jezebel in 2012. (And her main point, that a woman’s looks should not be part of any discussion of her policies or her suitability for office, remains true no matter who said it.)

Reiner Knizia’s Age of War.

I have a draft blog post on Richie Martin, Walker Buehler, and Mike Matuella. This morning’s Klawchat transcript is also up. Definitely a different mix of questions when I hold a chat that early.

Reiner Knizia’s tiny boardgame Age of War is one of the smallest and simplest games I’ve encountered yet; the whole game comprises seven custom dice and fourteen square cards. Its rules are similarly short and elegant, fitting on both sides of one small page, even with room for some images and explanations to avoid potential confusion. It’s lightweight due to the moderate randomness involved in gameplay, but there are also clear strategic decisions for players to make, ones that my eight-year-old daughter could grasp and that give the game good replay value.

Age of War plays two to eight, although we’ve only played it with two and three so far. The fourteen cards are all laid face-up on the table and show one to four “battle lines,” rows of images that match the symbols on the dice. Each die has six different sides: one sword, two swords, three swords (those are all infantry units), a horseman, a bow and arrow, and a “daimyo” unit. On a turn, a player rolls all seven dice, then tries to match one complete battle line row on any card. The player places the matching dice on the card, after which s/he is committed to trying to finish that card for the remainder of his/her term, rolling all remaining dice, matching a battle line, then continuing to roll and attempt to match until either all lines are filled or s/he fails trying. The catch: If the player rolls the remaining dice and can’t match any line left on the card, s/he has to discard one die for the rest of the turn before rolling the remainder. Thus the player eventually will match all lines or be left with fewer dice than open spaces on the card.

When a player completes a card by matching all battle lines on its face, the player takes that card and places it in front of him, still face-up. Each card has a point value, and the cards are part of sets that include one to four cards each, with a higher bonus for collecting an entire set. However, another player can steal that card by rolling to match all battle lines plus the one extra battle line that shows a single daimyo character on it – making it more difficult but not impossible to steal. Once a player completes a set, s/he flips all cards in that set over, making them impervious to attacks from another player.

Reiner Knizia's Age of War, a new light strategy dice game from Fantasy Flight.

A photo posted by Keith Law (@mrkeithlaw) on

The game ends once all fourteen cards are claimed, after which players simply add up points from complete sets and points from other cards in front of them, with the highest point total the winner. The game took us 15-20 minutes with two or three players; with more than four players you’d almost have to try to steal cards from opponents, which would likely stretch the game out further, although there’s still the gating factor of the game-end condition to limit how long you’ll be rolling.

The decisions you have to make are fairly simple – choosing which set of cards to try to collect, and then choosing once you’ve made your first roll on a turn which card and which lines to fill. The yellow set contains four cards, the hardest to finish but the most valuable (ten points, three more than the sum of the cards’ individual values). There’s just one green card, so you can’t lose it once you win it, but the bonus for taking it is smaller. And watching what your opponents are collecting is important from the second turn onwards.

It’s a light game, both in mass and in rules, very easy to pick up and a great travel game like Love Letter, Jaipur, or Coup (which I own but need to play more to review). It’s also very reasonably priced, which I think is a new(ish) trend in boardgaming – gateway games $25 and under that can grab people who see the $40-plus price tags on the best German-style games and won’t take the plunge, which I can’t blame one bit. I’m hoping Age of War can be another gateway game to get more folks into the hobby.

Patchwork.

My thoughts on Boston’s deal with Cuban infielder Yoan Moncada is up for Insiders.

Game designer Uwe Rosenberg is best known for Agricola, consistently one of the highest-rated board games in the world since its 2007 release, and for his similar titles Le Havre, Caverna (a bargain at $88!), and Ora et Labora (out of print), all of which are acclaimed and highly complex games that require lengthy rulebooks and a two-hour or so commitment to play. That makes his latest game, the two-player delight Patchwork, a huge surprise for its elegance and simplicity, easy enough to play with my eight-year-old and straightforward enough for its rules to cover just four small pages.

Patchwork is Tetris played with a wallet instead of a clock: Each player has a 9×9 board and must purchase scraps of fabric, paying in buttons, and place those pieces on his/her main board. The fabric tiles cover two to eight squares each and come in various shapes, each bearing two costs – one in buttons, one in spaces the player must move on the central board that functions like a timer – with some also returning buttons as income over the course of the game. The object is to cover as many of those 81 board spaces as possible before both players reach the end of the track on the central board, earning points for buttons left over and for becoming the first player to completely cover any 7×7 square on his/her own board, losing two points per uncovered square at game-end.

The pieces themselves are arranged in random order in a circle around the central board, with one neutral token sitting between two pieces in the circle at all times. On his/her turn, a player can buy any of the next three fabric pieces (going clockwise) in front of that token, paying the cost in buttons and then moving his/her piece on the central board – a spiral track that ends in the center, after reaching which the player is done taking turns – the number of spaces indicated on the piece of fabric; after that piece is removed, the token moves into the vacated spot. If the player chooses not to buy any of those pieces of fabric, s/he may move on the central track to the spot one space ahead of the other player, earning one button per space moved in that turn.

The player further back (from the finish) on the central track goes next, so a player may take consecutive turns if s/he buys fabric pieces that don’t advance his/her token ahead of the opponent’s; if one player lands on the space occupied by the other player, she puts her token on top of his and takes one more turn before her opponent goes. The central track has nine button symbols on it; when a player reaches or crosses one of those symbols, s/he earns income, one button per button symbol on the fabric pieces on that player’s own board. There are also five one-square fabric scraps located on the central track; to claim one of those, a player must land directly on one of those spaces.

Players must place any acquired fabric pieces immediately, and can’t move them for the rest of the game, so there’s a spatial-relations component to the game to go along with the resource-management decisions involved in purchasing fabric pieces. Despite the random element to the order of fabric pieces in the circle and the movement of the token, it’s easy to plan out some rough strategy based on what pieces you might be able to purchase over your next turn or two, and you always have to consider what pieces are still available as your board begins to fill up. Games took us 30-45 minutes, with winning scores usually in the teens but, in one instance, all the way up to 33 points:

A 33-point winning game in Patchwork, from @mayfairgames and Agricola designer Uwe Rosenberg

A photo posted by Keith Law (@mrkeithlaw) on

It’s been an instant hit in our house because it’s so quick to learn and set up and because the balance of strategy and randomness or luck is just enough to level out the field no matter who’s playing. My daughter took to it immediately, understands how to play it well, and seems to particularly enjoy the tile-placement aspect, figuring out how best to fit pieces on her board. Strong two-player games are such a rarity – the best games out there are nearly all designed for three or more players and play best with four – that it’s a huge treat to have another Jaipur-like hit in the house.

Saturday five, 2/21/15.

My only new baseball post in the last week was last Saturday’s post on draft prospects Kyle Funkhouser, Kyle Tucker, and Jake Woodford; my trip this weekend didn’t happen because USAirways cancelled my outbound flight and couldn’t get me to Santa Barbara in time. I did hold a Klawchat on Thursday.

saturdayfiveMy latest boardgame review for Paste was on Evolution, one of the bigger Kickstarter boardgame success stories (non-Exploding Kittens division). I’ll have another piece for them next week, summarizing my afternoon at Toyfair NYC earlier this week.

I’ve also been thrilled by all of your reactions and responses to my essay on my peculiar, obsessive reading habits. I’m still wading through them all, but please know that I’ve at least seen your comments even if I haven’t replied directly.

A lot of links this week…

  • First, an actual baseball piece: My friend Alex Speier has an outstanding article on Boston’s use of “neuroscouting” tools, like a computer program to measure a player’s hand-eye coordination. I’ve heard about this tool before, and I know a few other teams that use it or tools in the same vein, and while their competitive advantage is temporary (soon everyone except the Phillies will adopt it), it’s quite significant.
  • A fantastic BBC interview with actress Jamie Brewer, now the first woman with Down Syndrome to walk the catwalk at Fashion Week. Termination rates for fetuses diagnosed with Down Syndrome range from an estimated 67% in the US to over 90% in Europe, and of course that issue came up in the news recently with the story of the Armenian woman who divorced her New Zealand-born husband rather than keep their baby, born with Down Syndrome, although the precise details of that are unclear.
  • A longread from the New Yorker on the Apple industrial designer who might be the most important person in the company.
  • How Parks and Recreation got Bill Murray to play Mayor Gunderson. The final season has had its misses (the Johnny Karate episode), but the way they’ve circled back to every significant side character and still added more amazing guest appearances like this one has made it more than just a cursory victory lap, but a season worth remembering. If you’re a fan of the show, or just enjoyed the #humblebrag phenomenon, you should also read Aziz Ansari’s tribute to writer/comedian Harris Wittels, who died of an apparent drug overdose this week. Wittels, who also played Animal Control Brett on P&R, was just 30 years old.
  • This week in vaccination: Jeb Lund (aka @Mobute) has a superb piece in Rolling Stone on how vaccine deniers’ bad decisions hurt others, not themselves. Meanwhile, here in Delaware, my representative in our lower house is introducing a bill to tighten the “religious exemption” loophole in vaccination requirements. I think we should repeal that exemption entirely, but this is at least a good first step. Also, Forbes ran a great three-part piece debunking myths about vaccine deniers. I disagree with one thing – these people are pretty much all delusional idiots – but her points are crucial in the fight against such ignorance. One thing we can’t forget, though: Those of us who understand the facts that vaccines are safe and effective must keep speaking up, telling our representatives in government, our school boards, our principals, everyone in a position of authority that we want our children protected.
  • Oliver Sacks wrote a difficult-to-read (and probably more so to write) piece on learning his cancer has returned and metastasized.
  • Also from the NY Times, an op ed on how added vitamins paper over the low quality of our food supply.
  • Settlers of Catan: The Film! This is going to be terrible.
  • Two good pieces from the Washington Post. The first, from earlier this month, on how it’s never too early to teach children about boundaries, which I think might help not just with preventing abuse and molestation but might also reduce the pervasiveness of rape culture among young men. On a related note, the second piece, from this Thursday, discusses the abuse that’s driving some feminist writers offline. You know who’s a major culprit in this? Twitter. Their lack of enforcement of their own harassment policies is by far the worst thing about the site. You can quite literally threaten to rape or kill someone, directly @ their account, and face no consequences even just within the confines of the site itself. Come on, Twitter. Be better.
  • I agree wholeheartedly with this message, which refers to the movie The DUFF (Designated Ugly Fat Friend):

Love Letter.

Happy New Year to all of you. I’ll be scarce over the next few days, as my grandmother’s funeral is this weekend. My piece on the Marlon Byrd trade is up for Insiders.

Love Letter is probably the best $7 you’ll spend on a game, and the most surprising too – the entire game is a 16-card deck, and the theme looks silly, but the gameplay itself is fun and fast as long as you have more than two players.

In Love Letter, players take on the roles of suitors for a princess who’s about to inherit her country’s throne, and must compete to earn tokens of her affection – little red cubes that come with the game to keep track of scoring. Each round ends with one player winning a cube, and the first player to get four cubes (in a four-player game) wins the game and the princess’ heart. (The threshold is five cubes in a three-player game and seven cubes in a two-player game, but I don’t recommend Love Letter for two players.)

Each round begins with one card removed from the deck and a card dealt to each player. There are eight card types in the deck, each with a special ability or rule printed on it:

On your turn, you draw the top card from the face-down deck and must decide whether to discard your hand card or the new card, although you may be forced to discard one of them based on the combination of cards you’re holding. The card you discard is the one you play – you take the action printed on the card, if there is one, usually directed at an opposing player. Five of the sixteen cards in the deck are Guards, which allow you to point at an opponent and guess what card s/he is holding; if you guess correctly, that player is out of the round. If you discard a Prince card, you can force an opponent to discard his hand card and draw a new one – and if he was holding the Princess card, he’s out of the round. You can try to knock another player out with the Baron, but if she has a higher card than you do, then you’re out of the round. The winner at the end of the round is either the last player standing after all others have been knocked out or the player with the highest-valued card of players still remaining. The game can’t go more than thirteen rounds, regardless of the number of players, and takes maybe 20 minutes once everyone understands the rules.

There isn’t a ton of strategy involved in Love Letter, because so much of what happens is either random or dictated by other players (e.g., if someone uses the Priest to see your hand card, you probably have to swap it out on your next turn or s/he could use a Guard to knock you out). Those same factors make it a terrible two-player game – it’s almost paint-by-numbers at that point – and in some ways it’s more like a family-party game than a family-strategy game, albeit one that won’t insult anyone’s intelligence while delivering a lot of laughs. It’s a very easy game for people to act silly and start taunting other players, and you have to be okay with getting knocked out occasionally before you even get to draw your first card.

If you don’t love the theme, two rethemed versions are due in 2015 – one a licensed tie-in with the Hobbit films that adds a new card to the deck, and one a Batman-themed game set in Arkham Asylum that appears to be the same as the original Love Letter deck. The theme didn’t bother us at all – it’s just artwork, really – and there’s enough replay value to get more than your seven bucks’ worth out of it.

Star Realms.

My Insider pieces on the Andrew Miller signing by the Yanks and the three-team Yanks/Tigers/Dbacks trade are up for Insiders.

The runaway success of Dominion, which appears twice in the top ten of my boardgame rankings (once for the original game, another for the standalone Intrigue expansion), has spurred a huge boom in deckbuilding games of all stripes, many hybrids that incorporate other game types, but some that just take the basic Dominion formula and tweak it with new themes and slight changes to mechanics. I haven’t seen any takeoffs quite as faithful to Donald Vaccarino’s original game as Star Realms, a Kickstartered two-player deckbuilder that borrows liberally from Dominion, with the primary difference the change in goal from victory points to direct combat.

In Star Realms, each player begins the game with ten cards, seven coin cards worth one monetary unit apiece and three combat cards worth one damage point apiece. On a turn, a player draws a hand of five cards and – stop me if you’ve heard this before – resolves them by making purchases and using action cards. Neither buys nor actions are limited in Star Realms, and action cards come in four different categories (colors) that have some interactive effects if played during the same turn. Each player begins the game with 50 authority points, and the goal is to reduce your opponent’s authority total to zero via attacks.

Each action card has one or more features that can be used any time it’s played, including monetary value, attack points, authority points (like a healing spell), or the ability to scrap (trash) a card from your hand or discard pile (think Chapel strategy if you’re a Dominion fan). Cards may also have a one-time ability that comes from trashing the card, again things like damage or added purchasing power. The interactions between cards allow for rapid gains in powers as the game progresses, and produces a slight benefit to focusing your card purchases in, say, two of the four categories/colors, although in my experience playing dozens of games in the app, you’re better off purchasing the best card available than taking a weaker card just to stay within a preferred color.

Those interactions are particularly useful when you play one or more bases, cards that remain on the table for future turns. Such a move gives you a better chance of one of those interactions the next time around, which can mean doubling your attack points or your cash, or getting the ability to draw another card or trash one. These bases also have their own point values for defense if your opponent chooses to attack one of them and remove the special ability it grants you. Some bases are Outposts, which also prevent your opponent from hitting your main base of authority points until s/he destroys the Outpost too. Unfortunately, once the attack points values start reaching 8-10 regularly by any game’s midpoint, no Outpost is going to survive another turn, which I find one of the game’s biggest flaws – if I play a card to the table intending to use it next turn, but there’s basically no chance it survives that long, then it hasn’t done me much more good than a typical card I’d play and move to my discard pile.

StarRealms

The iPhone/iPad itself is free, but better AIs are in-app purchases and well worth the cost – the free app is just a tutorial, in essence, but the hard AI was good for forcing me to learn some strategy. The campaign in the app is very entertaining because it changes the ground rules and/or starts your opponent with different configurations of cards and points, so the game itself gets a lot of variation. Without that, however, the game would have become stale for me; it’s too much like Dominion, and while the combat angle provides an element of direct competition that the base Dominion game lacks, it’s not like there’s a whole lot you can do to stop your opponent, either, so it’s more a matter of hoping the lumps you take are less than the ones you dish out.

By far the best thing about the physical game is its price: For $12, you get a real game with plenty of replay value that would fit in someone’s stocking. Try putting Power Grid or Agricola in an oversized sock hanging by the chimney and see if you don’t pull the whole mantle down in the process. There are also some expansions (called Crisis, coming in little packets like old-school baseball card packs) coming soon that I expect will address some of the weaknesses in the main game – the minimal utility of bases and the too-strong resemblance to Dominion. Until then, it’s a good game for the price, but more of a trifle than a staple like its ancestor.