Valeria: Card Kingdoms.

Valeria: Card Kingdoms came out in 2015 from Daily Magic Games and has been steadily expanded ever since, including the latest release, this summer’s Flames & Frost, which is also the largest Valeria expansion to date. The game combines some great elements of other games, including the extensibility of Dominion, but more than anything else it takes the core mechanic of Machi Koro and improves on it dramatically. The theme is different, and there are other major variations, but this really is Better Machi Koro, to the point that I can’t imagine pulling MK out again now that we have Valeria on the shelves.

Valeria will at least start out as familiar to Machi Koro players: Each player starts with two cards, a Peasant (with the number 5 on it) and a Knight (number 6), and on every turn, the active player rolls the two dice to ‘activate’ certain cards. In Valeria, three cards are typically activated with each dice roll – the number on each individual die and the total of the two. (If they’re equal, some cards will thus be activated twice.) If you are the active player and you have any cards with those numbers on them, you get a specific reward in gold, magic, or strength tokens; if you’re not the active player, you also get a reward, but it’s usually smaller than what the active player gets.

On each turn, you get two actions, and can do one of four things. One is to just take a single gold, magic, or strength token, which is especially useful at the beginning of the game, but isn’t exactly why you’re here. The second action is to buy a Citizen card from the table. Citizens are numbered from 1 through 8, plus a 9/10 card and an 11/12 card. Citizens with higher-probability dice rolls on their cards cost more to buy, and, unlike in Machi Koro, you pay more to buy multiple copies of the same card – face value plus one more gold coin for each copy of the card you already have.

The third action is to buy a Domain card, which range from 5 coins to at least 12 coins, and give you end-game victory points as well as some recurring extra abilities or bonuses during the remainder of the game, such as reducing some card costs or allowing you to steal tokens from other players every turn. The fourth is to ‘defeat’ a Monster card on the table; there are five stacks of Monsters, sorted by type (a symbol in the upper left), and they get increasingly difficult to defeat as you move down the stack. You defeat Monsters with strength tokens and sometimes with magic tokens as well, earning an immediate reward (usually gold and/or other tokens, sometimes a free Citizen card instead) and end-game victory points.

There’s one other avenue to points that is unique to each player. At the start of the game, you’re dealt two Duke cards that detail specific game-end bonuses that are tied to the symbols found in the upper right of all cards (Domains, Monsters, and Citizens, especially the first two), or just to the number of Domains you bought or Monsters you defeated, and something for the leftover tokens you have. Add the points from your Duke to the points on your Domains and Monsters and any extra points you picked up during the game (some Citizens let you take a victory point rather than, say, two gold) and you get your total. The game begins with twenty card stacks in total, and when the number of Exhausted (depleted) stacks reaches twice the number of players, the game ends.

Here Be Monsters.
Here be Monsters.

The expansions mostly add twists with new Citizens, Monsters, Domains, and Dukes, varying the possible ways to score and altering how you might combine cards, while also giving the game the Dominion-like aspect of allowing you to mix and match cards so the game has functionally infinite replayability. The Flames and Frost expansion is larger than the previous ones, large enough that you can play a complete game using only cards from the new box other than the starter Knight and Peasant cards and the Exhausted cards from the base game. Several expansions introduce Event cards as well, which are shuffled into the Exhaustion deck; if you draw an Event card when a pile is exhausted, something happens to all players, usually something not good.

Game play takes about 30 minutes for 2 to 4 players – we haven’t tried it with five – not including setup time, which can get longer if you want to craft your own custom set of Citizens for that particular game. My daughter and her friend, both 11, had no trouble understanding the rules, and my daughter even tied me in our first two-player match. The iconography within the game, which limits its reliance on English (for the global market), can be a little confusing at first, but we kept the rules handy as a reference to walk us through it. If you liked the main idea of Machi Koro but found the game somewhat broken, especially given the way players could monopolize certain dice rolls, then I give Valeria my very strong recommendation.

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.

Elder Sign.

My buyer’s guides to catchers and DHs, corner infielders, and outfielders are all up for Insiders over at ESPN.com.

Elder Sign is a cooperative dice-manipulation game set in the Cthulu world created by the horror writer H.P. Lovecraft. One to eight players act as investigators seeking to explore a mansion haunted by the minions of an “Ancient One,” the main enemy who will awaken if the players take too long to complete enough tasks to allow them to defeat him. If he awakens, the players must then battle with him against fairly significant odds or lose the game entirely.

The theme is elaborate, but the game is pretty simple: You’re playing Yahtzee! with different dice, and you can use various cards and investigator skills to alter the dice to try to get the specific rolls you need. Every room card has one or more tasks that you must complete by achieving specific rolls on the set of six green dice. You may need to use multiple dice to complete a task, but you can only complete one task per roll – if your roll completes several, you complete one, removing those dice, then roll the remainder to try to complete another task. Once you’ve completed all of the tasks on a card, you get the rewards shown on the room card, from extra item cards to the elder sign points that you use to defeat the Ancient One. If you fail to complete any task on a roll, you must give up one die to reroll and often pay a “terror” penalty as well. If you fail to complete all of the tasks on a card you’ve begun, you pay a penalty that usually costs you one or more Stamina or Sanity points – and if you run out of either, your investigator is out of the game.

The game includes a clock that advances fifteen minutes after each player’s turn. When the clock reaches midnight, something bad happens: A monster appears and is added to a room with an open slot, or a doom token is added to the Ancient One’s doom track, which, when filled, means the big guy wakes up (and he is pissed). There can be additional effects at midnight based on what room cards are on the table and what Ancient One is in play, but the bottom line is that none of these things are good.

Each investigator has a special skill, from the ability to reroll some or all dice to the ability to complete multiple tasks on one dice roll, the most useful one I’ve found in the game. Investigators can also acquire different item cards – Common Items, most of which allow the player to add a special yellow die to the green ones; Special Items, most of which give you a red die to roll; Spells, most of which allow you to store one or two of your rolled dice to retain a specific result for the next roll; Clues, which allow you to reroll any or all of your dice without having to surrender one first; and Allies, helpful assistants that might give you an extra skill or roll. Other cards may allow you to defeat a monster without a roll, regain a Stamina or Sanity point, or open up special rooms from the Other world, which tend to offer better rewards and smaller penalties.

Investigators work as a team to accumulate the number of Elder Signs required to defeat the Ancient One, but there’s very little in-game collaboration. The bulk of the teamwork involves figuring out which investigator is best equipped to tackle each room – the investigator who’s immune to Sanity and Stamina penalties within tasks is the ideal candidate to go after a room with several of those required to finish it, for example. Using Amanda Sharpe, the investigator who can complete two or more tasks on one roll, might be a waste on a card with only one task.

The other key decision is which rooms to try to solve before the next time the clock strikes midnight. Rooms that return one or more Elder Signs are always valuable, but a few room cards allow the investigator to remove a Doom token from the Doom track if they’re completed. Some rooms have negative effects at midnight, like adding more doom tokens or deducting one Sanity point from every investigator, so taking them out quickly is key to extending your time to complete the game. Other rooms and monsters “lock” dice so they’re unusuable until the room is completed or the monster is slain. (If you kill a monster but then don’t complete the room in which he was hanging out, the monster is still dead and you still get the benefits of dispatching him.)

I’ve found value in tackling rooms that open Other rooms when solved, because of the latter category’s more favorable risk/reward ratio. The game also includes the Entrance, a sort of shop where players can return Trophy points, acquired by completing rooms or defeating monsters, for additional clues, cards, or even Elder Signs, although I’ve found I only make use of the Entrance to return Trophies for healing or to buy Elder Signs.

Ultimately, however, this is a luck-based game where you are working to manage your luck by mitigating its effects. A basic understanding of probability helps, of course, but in general it’s best to throw everything you’ve got into each room’s set of tasks because of the high cost of failure and the fact that every item or trick you use for rolls reduces your dependence on random chance. It’s the kind of game that can have you muttering that the dice are loaded after ten straight dice don’t give you the one skull (“peril” … seriously, the terminology here is stupid) image you needed, so accepting that you’ll have outlier rolls that make your can’t-miss strategy miss is part of the fun. It’s a solid mid-weight game, good as a cooperative game that has more individual decision-making than Pandemic, but you have to be able to live with Elder Sign’s heavy reliance on dice to like it.

There is a modified app version of Elder Sign sold as Elder Sign: Omens for the iPad and iPhone. I played at least a dozen games without a single crash, and the graphics are very strong and clear, drawn directly from the physical game. The interface is clumsy, unfortunately, and I had a few instances where I clicked on something, expecting more information, only to find I’d made an irrevocable choice – a dialog making sure that I wanted to give up on a room before finishing would be a good addition. It’s also too many clicks to get information on rooms or what each investigator is holding, and even if you disable the videos there’s too much nonsense in between each investigator’s turn for my tastes. The app differs in a few small ways from the board game – I don’t think there are Ally cards at all, and once the big foozle wakes up the game is over. The base app costs $6.99 and includes four Ancient Ones to fight; three more are available as in-app purchases for $2.99 each, each of which also adds some investigator options. It’s worth the seven bucks to try it out before buying the physical game, although compared to other boardgame apps in the $6-10 price range you get less bang for your buck.