Monday, October 17, 2022

Entry 86: Week 41- Wonderland's War


        Who doesn’t like a nice tea party every now and then. Why not have one with Alice, the Red Queen, the Mad Hatter, the Cheshire Cat, and/or the Jabberwock. You think, “what could go wrong?” Well…

Wonderland has lost all frivolity and madness… Where once there was joking and frivolity, now there is just anger. The Tea Party is entirely sane, the Red Queen speaks in whispers, the Jabberwock has escaped the poem, and Alice returns to find Wonderland a pale shadow of its former self. Each Leader takes up arms to restore the Wonderland they loved. Some fight for eternal Tea Parties, some for the sake of fighting, others wish to remove all the heads, and one wishes for nothing more than a return to the perfectly illogical Wonderland that was. (Introduction in the Rulebook) 

        Druid City Games took the Wonderland story and stepped it up a notch in a way that you are the main agent of your destiny but at the same time, you must keep an eye open how your opponents are being affected as well. So this week, we present to you Wonderland’s War. 

WONDERLAND’S WAR (2022) 

BGG Description 

The Looking Glass has shattered, madness is being drained from the inhabitants, and war has come to Wonderland. Alice, Mad Hatter, Red Queen, Jabberwock, and Cheshire Cat must gather all that they can while playing nice at the Hatter's Tea Party before going to battle! 

In Wonderland's War, 2-5 players take the role as a faction leader who has been invited to the Hatter's tea party. Drink tea and eat cake as you move around the table drafting cards to gather your forces, build your towers, upgrade your leader, and recruit Wonderlandians to your cause — but one must be careful as shards of the Looking Glass are spread throughout Wonderland. Once all the plates are empty, the Tea Party is over and war begins. Use the forces you gathered to battle your enemies in familiar locations, but make sure not to draw your Madness chips or your supporters will abandon your cause and you will be out of the fight. Can you muster enough strength to win the battle, or will you just try to complete Quests instead by meeting the right conditions such as gaining region bonuses and set collection throughout the game? 

After all the battles have been fought, a truce is called and everyone meets back at the tea party to plot their moves for the next fight. After three rounds, the faction with the most points will be crowned as the new leader of Wonderland! 

Weight 2.95/5 

A Little More Info 

In Wonderland’s War, each player takes on the role of a famous Wonderlandian leading a Faction to war to right the wrongs that have befallen Wonderland. The game is played over 3 Rounds (I, II, and III). During each Round, there is a Tea Party phase and a War phase. 

During the Tea Party phase, the characters rush around the Tea Party making preparations for Battle. You will place Supporters into the Regions of Wonderland to gain a foothold, gather the support of other Wonderlandians, recruit Allies in the form of Ally chips to your cause, and find magical Forges that you can use to unlock your Faction’s unique abilities. In the War Phase, the characters go to Battle wherever they have placed their units and use the Allies they have gathered during the Tea Party. During Battle, you will draw Ally chips from your Battle bag and add their Strength to the fight. The player with the highest Strength will win the fight, earning Victory awards and building a Castle in that Region. But beware, the tainted Madness that escaped from the broken Looking Glass is spreading throughout the land. The longer you Battle, the more chance your Supporters will be corrupted by the evil Madness and abandon your army. 

~from the “Gameplay Overview” (p.6 in the Rulebook) 

        What is stated above covers the essentials of the game. The Teas Party Phase is where you go around the tea party table drafting four cards (one at a time) that provides you various benefits such as increasing your leaders strength, gaining a Wonderlandian ally, a new quest card, and more. 

        Most of the cards allow you to place a various number of Supporters into one region (some cards allow you to place additional Supporters). 

        One thing to beware of though is that a lot of the cards also have you rolling the Shard die. The player with the most Shards at the end of the Tea Party gains an extra Madness chip to add to your bag but returns half of their shards to the center of the table (everyone receives a madness chip at this point). Shards left over at the end of the game are worth negative points. 

        Moving to the War Phase, each player with any units (castles not included) in a region will “battle” it out. Any region with only one player in it is an uncontested area and the lone player still participates in a solo “battle.” 

        You may be asking why we are using quotes around “battle?” It is because you will be drawing chips from your own bag that you have collected to move up the battle track. There is no direct damage to your opponents. If you draw a madness chip you remove one (or two if it is the double chip) of your own supporters from the region. You can stop any time during the battle before you are busted (no more supporters or too many madness chips). A reason you might want to stop, even if you are behind on the battle track, is because you fulfilled one or more quests. The winner, in a multiple person battle, gets both the victory points and gets to place a castle and the second place finisher gets half of the victory points available. 

        Once the War Phase is completed (all five regions have battled), you then reset the Tea Party area and proceed to round two, then round three. Final scoring is simple. All you do is add up your current victory points with your end game objectives (and bonus points) on quest cards minus the number of shards you have left over. 

What we like about the game 

        The overall aesthetics of the game, both deluxe and retail editions, is beautiful. The artwork takes you right into the story. From the characters to the game boardvand the rest of the components, this is a game you would enjoy just looking at. 


        The gameplay is easy to understand. Once you learn the handful of symbols in the game, turns go quickly with you being able think ahead of what your next move could possibly be. 

        We love that the War Phase of the game is essential you battling yourself and taking “self-inflicted” damage. Yes, at times you want to outlast your opponents on the battle track but at the same time you want to do your best at completing the quests at hand to get maximum points off the cards. 

        The last thing to note, is that we do love that it is a game in which you can play up to five players. Sometimes we struggle to find games that play with a fifth player and because this game allows it, it has the strong chance to make it to the table more often. 

What we don’t like about the game 

        My wife’s only complaint is that she feels there isn’t enough ways to earn more quest cards, likewise, I could probably say the same thing about gaining the faction abilities. However, without going into deeper analysis, it might be that we are just not drawing the “right” tea party cards when we want them. 

FINAL THOUGHTS 

        This game is wonderful. Even though we haven’t played it with more than three players, others we have talked to who have the game had stated that at 4 and 5 player the game is “Wonderful” and is a lot of fun (just takes more time to play). 

        It isn’t that difficult to learn and play even though it looks like it is a very busy game, it really isn’t. The biggest drawback for us, with the deluxe edition, is that clean up takes a more time than set-up does because you need to sort the chips and put them away properly (unless you are one that doesn’t care and will just put things away all scattered). 

FAMILY GAMER VERDICT 

        We give this game a 9 out 10. 

        If you are fine with using standees and cardboard chips, the retail version would be fine to play. The upgrades to the game (the miniatures and premium chips) are nice to have but not necessary. If you love Alice in Wonderland or any story book themed games, then this one is a must have to your collection. 

        We give this game a full cup of tea.



Sunday, October 9, 2022

Entry 85: Week 40- Monsters on Board

        We began this month by playing a couple of games from on our favorite publishers, Final Frontier Games. Spook Manor (see Entry 70) was the first that we played which is the companion game to this week’s new game choice, Monsters on Board. We decided that we want to focus on playing some games this month that goes along with a Halloween-like feel. Some will be new, some will be ones we have played before. 

        At the same time, we are trying to finish our 10x10 Challenge as well as helping my mother complete hers before the year is over. With our list, we have a few games left that are longer to play so we are attempting to find the right balance in time to learn new games and get complete others. 

        Oh yeah, did I also mention that our 3-year-old is on high-octane energy most of the time now so finding moments to relax is becoming harder too. Even as I typing this she is climbing all over me wanting even more attention. 

MONSTERS ON BOARD (2022) 
BGG Description 

It’s close to midnight...one week before the Blue Moon Monster Mixer at Spook Manor. To throw a proper monster mash, you only need one thing—Spook Juice—and you’re gonna need an awful lot of it for these party animals. Spook Juice is a powerful spirit distilled from human fear, and the main ingredient in every popular monster drink. The bad news is that you’re completely out of it. The good news is that the nearby town, Startleton, is a great place to scare some up. 

You need to send your Monster disciples to scare up some of that sweet Spook Juice. So dust off your Fearmobiles and get your scariest Monsters on Board! 

Monsters on Board is a dice-drafting game that takes place over six rounds. Each round, players will draft Monster Lords (dice) arriving from out of town in Fearmobiles, trying to fulfill their Prophecy cards. 

After each player drafts four Monsters, they will send them to the Order of Spider Jack. Monsters sent here will give players actions, as well as Spook Juice when Spider Jack is summoned. The higher the die’s number, the scarier the Monster, which means the more Spook Juice they will scare up for you. However, scarier Monsters have fewer and less powerful actions, while less frightening Monsters have more powerful actions (they try harder)— so choose wisely! 

Drafted Monsters also move their matching colored Grunt (Monster miniature) through the Town of Startleton, scaring the townspeople with the help of their little Minions (miniatures). In doing so, Grunts will award players bonus actions. If the Grunts terrorize the town well enough, they will grant bonus Spook Juice during final scoring. 

Additionally, players will draft Arch Monsters and Ghosts that will help them achieve their goals. During final scoring, players will gain additional Spook Juice based on how well they completed their Prophecy cards, scared the Town, and appeased the Arch Monsters. The player with the most Spook Juice wins! 

—description from the publisher 

Weight 2.79/5 
A Little More Info 

        The BGG description provides a good overall summary of the game. There are only a few things I would further expand on to help understand more of the game. 

        First, you need to earn malice which allows you to gain the Arch Monsters (for end game scoring) and Ghosts (that help your Grunts to move through town). You earn malice in various ways such as an action icon on the Lord die you drafted, a bonus space in the public areas of town, and more importantly using the remaining Lord die drafted to gain malice base on the number on the die (a 1 or 2 earns 1 malice, a 3 or 4 earns 2 malice, and a 5 or 6 earns 3 malice). 

        Second, any Arch Monster card you take can be used for either end game scoring or you can flip it over and do one of the six available actions on the back of the card (returning the used card to the game box). 

        Next, when placing your Lord Dice in the Order of Spider Jack area, you must remember what you need to do on your prophecy card. At the end of the game, if you complete everything on the card you earn the maximum 50 points available, which can heavily assist you in winning the game. 

        The last thing that we want to mention is that if you are noticing that you are drafting more dice of one color, you want the monster of that color to reach the last space through town because you earn three spook juice per die of that color (this has provided my wife the win a few times now). 

What we like about the game 

        The artwork by "The Mico" is again wonderful. There is just something about his style of artwork that draws us in. If you are wanting a non-scary looking Halloween theme, this game satisfies the need. 


        Next, Final Frontier Games is known for their dice-worker placement. This one is another successful game with that mechanic. We love that the dice in the game have multiple uses. From the color (moving your Monsters) to the number (used for the prophecy cards), and to the various action options on them (for progressing in the various tracks of the game). 

        The rule book is easy to read and follow. The back page which contains the glossary of all the symbols in the game is clear and concise. We had no issues understanding what they all mean. 


        The amount of time the game takes is right on par. Because the first four phases of the round is taken together, the only downtime is with the last step when you can use your malice to purchase Ghosts and Arch Monsters. But this is even minimal because you can plan while others take their turn. 

        We do like the looks of the deluxe components (the version we own) and they are done very well but we do have some issues with them too (see next section). We do love the pumpkin Spider Jack dice, the monster and minion miniatures, and even the plastic Fearmobiles (very durable). The first player and malice markers are also really cool looking. 
















What we don’t like about the game 

        What we don’t like, which will apply to the standard and deluxe versions is that the coloration on the ghosts are faint pastel colors which can make it difficult to identify the pink and red ghosts. 


        The rest apply to the deluxe version only…. 

        The deluxe wooden Spookjuice (victory point) markers are a little large for the tracks and the scoring tracks only goes up to 99 and every game we played we have scored beyond that. What needed to be added is a 100+point indicator. 


        Next, the minion miniatures and a few monsters should have been just a hair smaller to better fit on the town tracts. The summoning markers in the deluxe edition are tall and a bit awkward and can be tipped over with a slight nudge of the table (but they are very cool looking). Also, a few of the plastic Fearmobiles are a little deep and can make taking out the dice a bit difficult. 


FINAL THOUGHTS 

        This game is a hit for us. We love the theme, we love the game play, and we love the art work. 

        We do have the expansion to the game which adds multiple modules to the gameplay. We hope to try them out soon. 

        The game also comes with instructions for a more family friendly version for younger kids to sit and play. This is something we have not seen with our other games and will look forward to teaching our daughter the game when she is a little older. 


        So, if you love dice worker-placement games this game is for you. Even with all the symbols in the game, everything is easy to understand and is a fast learn. 

FAMILY GAMER VERDICT 

        We give this game an 8 out 10. 
        
        We would recommend this being added to your collection not only for Halloween time but for throughout the year as well… so much so that this is one of my wife’s picks for our 10 x 10 challenge for 2023. 
        
        Either the standard or deluxe versions would look great on your shelves.



Sunday, October 2, 2022

Entry 84- Week 39: Sugar Blast

        Our favorite game pub had a major sale recently to get rid of excess inventory of new and used games they had on hand. My mother, who is an amateur gamer, wanted to come with us to the sale and believe it or not everyone, including our 3 year-old daughter, was able to find a game. 

        I will not spoil whose game this one is, but I can promise you that everyone had fun with it. 

SUGAR BLAST (2020) 
BGG Description 

Making sweet combinations can be such a blast! In Sugar Blast, you try to make connections between same-colored candies to create blasts! You must swap out two adjacent candies to make a string of three or more of the same type. Then, you remove the matched candies and adjust the unique tilting board so that candies slide down to fill in the missing spaces. Finally, you fill in candies at the top from ones chosen randomly from the bag. The bigger the blast you create, the more candies you earn. 

You are going to try to make big moves, but must be careful not to leave valuable opportunities for your opponents. Everyone is in a race to collect candies and complete the objective card. The first one to collect the necessary candies will earn a sweet victory! 

—description from the publisher 

Weight 1.0/5 

A Little More Info 

        Have you ever played a match-3 game on your phone such as Candy Crush? IF you have, then this game will come to you with ease. As stated in the BGG Description, you take two candies next to each other to swap out and make a 3-candy match (or higher) called a blast

        You then keep one of the candies in the match (and an additional candy with higher numbered candy matches), tilt the board in your direction, and refill the board. If new blasts are created (without swapping candy), you repeat the last few steps until there are no more matches. 

        Seems easy? Well, yes and no. In order to win the game you need to accomplish the goal card that was selected during the set-up of the game. There are six different goal cards to choose from. However, during your turn you want to try to make it harder for your opponents to gain the candies they need to win. 

        The box does state that the game is for ages 8+ but with some help our daughter can play the game. The other day, she even grabbed the game and set it up for all of us to play. 

What we like about the game 

        We love that the mechanics of the game is super simple to understand (pattern recognition and set collection) that even younger children can do with ease. 

        We love that the board tilts on all four sides making the sliding of the candies easy. This is one part of the game our daughter loves to do (besides drawing the candy pieces from the bag). 

        We do love that it is a family game in which young and old can play together. Even though the box says 8+ younger children can play the game. 

        The next thing we love is that to win the game you need to accomplish a goal, not just having the most candy pieces at the end. In the few games we have played, we notice that not all goals are equal and with one of them, it took us longer than the 20 minutes of game time the box states. 

        Now we will address the candy pieces themselves. The plastic candy pieces are durable and won’t easily break. The stickers on them are also fitting and comic like. The brown is a toasted marshmallow, the orange is a candy corn, the green is a green colored ribbon candy, the red is a red and white candy cane, the yellow is a wrapped lemon drop, and the purple is a wrapped hard candy. They just make you want to smile when you look at them. 
What we don’t like about the game 

        The only thing that, for us, would have made the game better is more goal cards that includes different difficulty levels (such as one star up to three or five stars). This would make it more kid friendly and more inclusive for all ages instead of just 8+. 

FINAL THOUGHTS 

        I know our biggest “gripe” with the game is the 8+ age recommendation but I think that is because of the drawstring bag that comes with the game (you know the United States wants to protect our children as best as they can). 

        Overall the game play is fun and simple and we love that all ages can really play it. Our daughter loved playing the game with her Oma. 

        So can you figure out whose game this is? Our daughter has claimed it as her own, but all four of us have enjoyed it so far. 

FAMILY GAMER VERDICT 

    We give this game a solid 8 out 10. 
    
    We would recommend this being added to your collection especially if you have younger children around and you just want to play a simple game that doesn’t take long to play. 

    In this case it would be eight thumbs up for the four of us that played.