Asara.

Asara is a family-strategy game that revolves primarily around building towers that will be taller or otherwise more valuable than the towers your opponents are building, a bit of light game theory that keeps a fairly simple game interesting. It incorporates some light worker-placement mechanics with a moderate amount of randomness to give it replay value, along the lines of Stone Age (if less elegant), while fans of more serious resource-based games like Puerto Rico or Caylus would probably find Asara too streamlined. If you consider the theme as well as the mechanics, it feels like a simpler version of Alhambra, a Spiel des Jahres winner with a money allocation system that detracted from the game for me.

In Asara, players compete to build towers in five different colors, each color bearing a different price and earning different numbers of points in the four scoring rounds. Players add tiles – spires, bases, and two types of middle tiles – by placing Buyer cards in the four market areas, but with a twist: The first player to place a Buyer in an area in each round determines what color worker must go there for that entire round. Other players must either place a Buyer of the same card, or must place two Buyers of any color in lieu of the correct one. After placing a Buyer, the player must buy one tile in that area, eventually placing a card on the center ring of builder spaces to allow him to build new towers or add to existing ones. The board also includes market areas for acquiring cash, stealing the start player tile, or paying a “bribe” to look through any stack of unused tiles to buy a specific one.

There are four rounds (years) in which players use Buyer cards, distributed randomly at the start of each turn. At the end of each year, a player receives a point for every tower he’s already completed, and a point for each section with a gold star (a minority of the available sections) that he’s built, while the end-game bonuses are much more substantial, awarding points to the player with the tallest tower in each color, smaller bonuses to the player with the second-tallest tower in each color, and bonuses to the players with the most completed towers and with the tallest tower of any color.

The main trick in Asara, especially with three or four players, is to stay ahead of your opponents in a couple of the available colors. That can mean building taller towers in those colors, but it can also mean blocking them from obtaining tower sections they might need. There are only six or seven pieces available in the market for each section type during each round; if the one you want isn’t available, you have to pay a “bribe” to look through the remainder of the stack and take the piece you want. Buyer cards also come in specific colors, and once a specific color of Buyer has been played in a market, all remaining Buyers played into that market in that year must be the same color; if a player is out of Buyers of that color, he must play two Buyers of any color to buy from that market. A little observation and a little deductive reasoning can go a long way if you want to play Asara to its full extent, although it works as a casual game if you just focus on building more or bigger towers.

Asara’s best attribute is its artwork, which isn’t a huge driver for me but is worth mentioning when it’s really bad or, as it is here, really strong. Aside from two tower section types that are too similar in shape, the pieces themselves are high-quality and easy to work with, with setup fairly quick and gameplay moving along easily. The randomness of Buyer cards and of available tower sections in each year give the game replay value, but more randomness generally limits strategizing and the decisions involved are usually pretty simple. I also found this a little too solitary as a two-player game, with so many spaces on the board that you’re never sufficiently restricted in your actions – both players will be able to construct complete towers in all colors if they want, and it’s almost impossible to run out of money. The game also includes a “professional” variant that doesn’t add much to the core game – it makes it more complex but not more clever or fun, in my opinion.

I’ll update the overall rankings in a week or so, but I would say Asara’s worth grabbing if you already have the better family-strategy games like Stone Age or Small World, or even the game from yesterday’s review, Tobago. Asara’s well made and plays very easily, but just doesn’t have the oomph to make me want to pull it off the shelf over other games of similar complexity.

Tobago.

I’ll be updating the annual boardgame rankings (that links to the 2011 list) in about two weeks, so as a prelude to that I’ll post reviews of the half-dozen or so new games I’ve gotten this year, some as far back as Christmas. First up is Bruce Allen’s Tobago, ranked #226 on Boardgamegeek’s master rankings and #27 on its “family game” rankings, which sounds about right – it’s a fun game, not that complex at heart, with two twists that make it a little more interesting to play, yet simple enough for younger players to learn without having to pore over the rules.

Tobago is set on an island containing several different terrain types across its hexed map, as well as three kinds of objects on certain hexes (palm trees, native huts, and statues). Players attempt to look for buried treasures on the island by narrowing down the treasures’ locations using clue cards tied to the terrain types. Clue cards may say a treasure is on a specific type of terrain, or next to a hex with a statue on it, or on the largest lake or mountain range – or they may say the treasure is not on a certain kind of hex. Once a treasure has been limited to no more than fifteen possible hexes, players place colored cubes on all possible locations for that treasure to know when its location has been identified.

There are four active treasures at any time, and each card added to the column under one treasure type narrows the number of hexes that might contain that treasure. Once enough cards are in a treasure’s column to guarantee that the treasure is on a specific hex, any player can move his vehicle to that spot to raise the treasure, after which coin cards are distributed to players depending on how many clue cards they added to that column. Coin cards show between two and six coins; the player with the most total coins at game’s end is the winner.

The distribution of the coin cards represents the game’s first significant twist. The deck of coin cards contains two curse cards, which, if revealed, can cost any player who was involved in that specific treasure hunt his/her highest remaining coin card. Coin cards for a raised treasure are distributed via a sort of draft format: The player who raised the treasure gets first crack at a coin card, followed, in order, by the players who placed each of the clue cards in that column, from the most recent card to the first one. One additional coin card is added to the stack to be distributed for a treasure.

For example, in a two-player game, if Player A placed the first clue card under a treasure, Player B placed the next two clue cards, narrowing the treasure to a specific hex, and Player A raised the treasure, Player A would get the first option to take a coin card (or pass), Player B would choose (technically with two chances), and Player A would get the final one. Once a player takes a coin card, he’s removed from the queue for that treasure, so if Player A took the first coin card to appear, then for the next coin card, Player B would choose first, followed by Player A. If a Curse card appears, that treasure hunt is terminated.

The second significant twist to the game involves the statues, which produce tokens called amulets every time a new treasure is raised. These amulets appear on the edges of the game board, depending on where the statues are located, and may be picked up by player vehicles in the course of their turns. A player may use an amulet to ward off a Curse card, or may use an amulet for any of these additional moves:

• Playing an extra clue card beyond the one allotted per turn;
• Moving his/her vehicle up to three hexes or terrain areas;
• Removing a single treasure cube from the hexes that might contain that treasure, possibly reducing a treasure’s possible locations to a single hex;
• Exchanging all of his/her clue cards for a new batch.

These amulets can be hugely valuable as the game goes on, especially due to their power to circumvent the clue-card process. For example, a player can put his/her vehicle on a location holding a treasure cube, then use amulet tokens to remove other cubes so that he’s occupying the hex that must hold the treasure, allowing him to raise it and get one more token in the coin-card queue.

The lone obstacle I could see to family play here would be the logic required for placement of clue cards. Some plays are illegal because they would eliminate all possible locations for a treasure; others are illegal because they don’t add any information and thus don’t reduce the possible locations at all. (One such move: adding an “on a lake” clue card to a column already containing the “on the largest lake” card.) The actual mechanics of Tobago are really straightforward – on each turn, you play a card or move your vehicle, perhaps supplementing your turn with an amulet – and the game involves no text on the board or cards, so even younger players can follow along with just the images. The game also plays well with two players; the BGG forums show some complaints from players who found they couldn’t make a legal card play in two-player games, but we’ve never run into that issue. Gameplay takes about 45 minutes for two players, an hour or a little over that for three; we haven’t tried it with four, which is the maximum. Tobago also offers added replay value because the board itself comprises three reversible pieces that may be connected in different fashions, allowing for 32 distinct game boards. It’s a good chance of pace if you’re a fan of Stone Age or Small World but want something with simpler mechanics and less strategizing.

Pandemic.

After receiving a number of recommendations from readers and questions about it from others, I asked for and received the cooperative board game Pandemic as a Christmas gift from my sister and brother-in-law. (One benefit to this new interest in board games: Family members who complained that they never knew what to get me for Christmas or my birthday now have something to get me.) I can’t compare Pandemic to other cooperative games, as it’s the first one I’ve played, but it is a fun and very challenging game that had the four of us playing till 1 am the last few nights while dropping our share of F-bombs along the way.

In Pandemic, two to four players form a team fighting four simultaneous regional pandemics of diseases denoted by different colors – blue in the U.S./Canada/Europe, yellow in Latin America/Africa, black in the Middle East and south Asia, and red in east Asia. When the game begins, you draw Infection cards for nine cities that will contain cubes representing infected populations, with those cities containing one to three cubes apiece. More cities gain cubes as the game goes on, and there will be four to six new epidemics that create three-cube infection cells in new cities while adding cubes to cities that already have infections.

The players begin at the CDC Research Center in Atlanta and must work to cure all four diseases while preventing them from spreading to the point where they trigger one of the end game conditions – running out of cubes in any color, or experiencing an eighth “outbreak,” where a city with three cubes already is hit with another one. A player can cure a disease by collecting five cards in that disease’s color (there’s one card for every city on the board, with the corresponding color) and turning them in while standing at any Research Center. Players can build other Research Centers besides the one in Atlanta for easier mobility.

On each turn, a player can take four actions. An action can include moving from one city to an adjacent one; playing a city card to move to that city; playing the card of the city he’s on to move to any city; moving from one Research Center to any other one; treating (removing) one cube in the current city; passing a card to or taking a card from another player as long as both players are in the city on that card; or building a research center if he’s in a city and plays the card of that city. But each player has a role that makes one of those actions simpler; the Medic, for example, can treat all cubes in the city he’s in with a single action.

The complication, of course, is that diseases spread. The deck of cards contains four to six Epidemic cards that speed the spread of the four diseases, and reshuffle all the Infection cards you’ve already used to place cubes on cities. Thus cities that have already come up in the deck and received cubes will come up again, so players must split their time between collecting cards for cures and putting out fires to avoid outbreaks – especially since outbreaks can cause chain reactions that can advance you to endgame very quickly.

We played the Normal game with five epidemic cards and still found it extremely difficult. Even with four players working together, we won just twice in a more than a half-dozen plays, and both wins came just as we were about to exhaust the deck of city cards (the third possible endgame condition). It’s a massive operations research problem, where all four players jointly coordinate the movement and actions of four players to try to most efficiently balance the short-term needs to avoid outbreaks or a cube shortage and the long-term need to cure the disease. You can even choose to eradicate a disease you’ve cured – if you treat all cubes of a cured disease (any player can remove all cubes of a cured disease in the city where his pawn sits with one action), the disease is eradicated and all future infection cards in that color have no effect. But eradication costs actions you may need to use to treat uncured diseases or coordinate with other players to collect cards.

There is some luck involved – you can have a bad combination of epidemic cards appearing close together with a concentration of cubes in cities of one color and see a game spiral out of control unless you’re sitting in that region – but there are enough disparate chance-based elements that it tended to balance out in our plays, so that we generally felt like we had a shot to win every game. The real challenges are coordinating that many players and choosing when you can avoid a short-term problem and go cure a disease, but those were what made the game fun and intense. It’s also a fairly quick play for that many people, about an hour if we didn’t lose early, and very replayable even within an evening because the mix of diseases, locations, cards, and roles differs each time.

There’s also a well-regarded expansion called Pandemic: On the Brink that adds five new roles, a fifth “mutant” disease, and even a way for someone to play the spoiler as the Bio-Terrorist. I haven’t played it, but expect I’ll pick it up in time, since we’ll probably be playing Pandemic quite often.

Small World.

A few readers have recommended the game Small World, which won GAMES Magazine’s Game of the Year award in 2010. It’s from Days of Wonder, the manufacturer of the Ticket to Ride series (which I often recommend), and the game itself is a remake of an earlier game (that I’ve never played) called Vinci. Small World has been a big hit so far, as it’s a short game once you know the rules, pretty easy to pick up, and offers slightly different game play each time.

I’ve seen and heard Small World described as similar to or influenced by Dungeons & Dragons because Small World involves selecting various races, including orcs, halflings, and elves, familiar to anyone who’s played fantasy role-playing games. It’s incorrect for two reasons. One is that anyone who’s seen Lord of the Rings knows about orcs and elves. But more importantly, the fantasy aspect to the races is almost completely irrelevant to gameplay – you’re not pretending to be any of these things, but are instead using these races to try to capture spaces on the map.

The game comes with two double-sided boards, giving maps for two, three, four, and five player games, and as the name implies, there’s not a whole lot of room on any of these maps. There’s a stack of twelve races and sixteen skills which are combined into random pairs at the start of each game, after which each player selects one race-skill combination and uses it to start to take over territories on the board. Each race-skill combo brings a fixed number of race tokens, which are then used to take and hold those territories. At the end of a player’s turn, he earns one victory point for every map space he occupies, as well as various bonus points depending on his race and skill at that time.

The big twist in Small World is that you aren’t going to have enough tokens to take over many spaces, and while you need to expand to keep accumulating points, at some point you’ll become overstretched and will need to push that race-skill set into “decline”, giving up one turn of potential moves and gains for the right on the following turn to pick a new race-skill combo, acquire a stack of new tokens, and wreak havoc somewhere else on the map while still grabbing a few points for the civilization you just put into decline before those spaces are captured by others.

Each race has a special benefit attached to it, some simple (Ratmen start with two more tokens than any other race; Humans get an extra point for every farmland territory occupied) and some complex (Trolls get to place “lairs” on their spaces, making them harder to capture, and the lairs last even when the civilization is in decline). The skills* work similarly, such as awarding bonus points for occupying certain spaces, allowing moves that might otherwise be prohibited, or allowing a player to go into decline on a turn where he’s already made moves, thus saving a turn that would otherwise be lost.

*We played this as a three-player game, but haven’t tried it with just two players yet. There’s one skill that looks to me like it’ll cause trouble in a two-player game: the Diplomatic skill, where a player can declare that an opponent whom he hasn’t attacked this turn may not attack him on the next turn. With two players, that means one can force peace as long as he doesn’t attack the other one. I’m not sure if that makes him invincible, but it would seem to create a substantial imbalance.

The fact that players receive points for occupying territories temporarily rather than receiving points at game’s end makes the game play different from most of the other games we’ve tried in that there’s a clear benefit to doing something that you know is likely to be undone quickly by your opponents. For example, in one game we played, I had Pillaging (skill) Orcs (race), giving me two bonus points every time I conquered an opponents’ region, so my ideal strategy was to abandon regions I already had, taking those tokens to take over new ones, gaining 3 points for each new region instead of 1 point for a region I already held.

Each race/skill combination brings its own strategic implications, and some are going to be more desirable than others (there’s a payment system similar to that in other games, where passed-over combinations start to accumulate victory points to make them more attractive). There’s also a lot of interaction between previous moves and your choices going forward, because a civilization you’ve already put into decline is removed from the board if you put a second one into decline (with one or two exceptions), leaving you with a quick cost/benefit analysis to estimate when you’re considering whether you can wring one more turn out of the race-skill combo you’re using.

After our first game, where we screwed up several rules (almost inevitable when we play a game for the first time), we found we could get through a three-player game, which lasts ten rounds, in 20-30 minutes. Setup only takes five minutes or so, as you shuffle the races and skills and place a handful of tokens on the map, then placing about 20 other items on the side of the board for when certain races are drawn. The game is brightly colored and the drawings of races have a slightly silly bent, although one flaw we found was that when tokens are flipped over to show that that civilization is in decline, the grayed-out images of races all tended to look alike, making tallying points after each turn a little trickier.

I hesitated on Small World because I saw and heard the Dungeons & Dragons references and, since I never got into D&D or other role-playing games, didn’t think it would appeal to me. However, with no real significance to the use of dwarves or sorcerors or ghouls, there’s no fantasy aspect to Small World – just think of each race as a set of tokens conferring some specific benefit to you and you won’t have to spend the game worrying about your street cred. It’s one of the best “family strategy” games I’ve seen – below the hardcore strategy level of Puerto Rico and Agricola, smarter than Thurn und Taxis, comparable to one of our all-time favorites, Stone Age – without feeling dumb or luck-driven, and the ability to rip through a few games in an evening makes it better for a casual game night than the two-hour commitment of those complex strategy titles.

Stone Age.

Santa was pretty good to me in the board games department this year, and our favorite so far is Rio Grande’s Stone Age, a 2-4 person game with some shades of Settlers of Catan but without the initial-placement phase that plays such a huge role in determining who wins in Settlers.

In Stone Age, each player has a small civilization and has to use his five “meeples” to gather resources (food, wood, brick, stone, or gold), build tools to improve resource production, develop agriculture so he gets additional food “free” on each turn, or make more people (but you have to deploy two of your people to that space to make another person – dedicated Stone Age players call it the “love shack”). The goal in Stone Age is to accumulate as many “victory points” as possible through constructing buildings, which you buy through the four non-food resources, and through game-end bonuses for the number of people in your civilization (you start with five and can end up with ten), your food production rate, the number of tools you have, or additional bonuses for your buildings. Of course, you have various constraints at work, including the need to feed your people each turn, the limited number of people you have, and other players competing for the same resources. On each turn, only one player can occupy each of the spaces that add to free food production, make a new person, or build a new tool, and later in the game there’s competition for buildings with high point values or “civilization cards” that increase game-end bonuses while also offering immediate benefits like free resources. There are also only seven spaces on each of the four non-food resources, and since each player has five meeples at the start of the game, it’s possible that you’ll end up boxed out of a resource you want to produce on a specific turn.

Because of the game-end bonuses for tools, farming, and meeples – in a 4-person game where 200-250 is a typical winning score, you can earn 96 extra points if you max out on tools and bonus points, 70 points on people, and 70 points on food production – as well as the potential bonus of 9 bonus points per building (we’ve never had a player reach 10 buildings, although it is theoretically possible to do so), there are a few basic strategies for winning at Stone Age, although competition in 3- and 4-player games will usually require each player to adopt a hybrid approach. All strategies require players to collect civilization cards, which can be purchased for 1-4 resources but must be claimed with meeples that can’t be used to produce any resources on that turn, creating an additional arena for competition on the board. Some cards represent civilization “skills” like art, weaving, or transportation that have no function within the game but add bonus points at the game end, with each player receiving points equal to the square of the number of unique skills he has, with a max of 64 points. There is a so-called “starvation” strategy that involves avoiding food and taking point penalties for doing so – you don’t lose any meeple for failing to produce enough food – although it seems to be a the consensus among fans that this is a flaw in the rules rather than a legitimate strategy.

Although the number of main strategies is finite, each turn presents the player with myriad decisions. The first is where to place the meeples – on production spaces, on any of the three “special” spaces to produce tools/farms/meeples, on buildings, or on cards. The second is the order in which to resolve each of the meeples’ spots – do you roll for gold or wood first, or buy a card that might earn you an extra resource? The third is when to use your tools to round up die rolls on resources, although this becomes easier as the game goes on if you’re accumulating lots of tools as your core strategy. You also have the option to play a limited amount of defense by blocking opponents from resources they might need or buildings/cards they might want, and since one condition for ending the game is the exhaustion of any of the piles of buildings for purchase, you might place a meeple on a building but pass on buying it simply to keep the game going another turn or two.

There’s a modest amount of luck in the game, but it’s still a strategy game at its core. Players roll dice to determine resource production, so it’s possible to place several meeples on a resource (especially stone or gold) and walk away with little to no output, although a player can use more meeples on a resource and/or deploy his tools to smooth that out a little and largely eliminate the risk of a zero-output roll. The order of civilization cards and buildings that appear for purchase is also random, and there are certain cards (especially those that permanently add one farm or one tool) that are more attractive than others. It’s enough randomness to keep the game different each time out, like Settlers of Catan, but the fundamental strategies are always the same and you’re not completely at the mercy of the dice. The main benefit of the random element is preventing a player from having a fixed strategy before the game starts – seeing the first set of cards and what spaces you can occupy in the first few turns helps determine which strategies will be most effective in that particular game.

Stone Age is more family-strategy than hardcore-strategy; what you’re producing is generic, with no purpose to buildings or skills beyond the points they provide at the end of the game. A typical game takes just over an hour once every player knows the rules, and we found that after one game everyone was up to speed on the rules and concepts to play competitively. My wife insists that I mention that the artwork is excellent, with vivid colors and great detail – this will be more relevant after I post one of the upcoming reviews. And outside of Settlers and Ticket to Ride I don’t think we’ve been as into any game right out of the box as we have been with Stone Age.