Friday, September 17, 2021

Wargame review — Atlantic Chase

Sink or Swim

Designer: Jeremy White
Player count: 1-2
Publisher: GMT Games


During the early years of the Second World War, German and British fleets tempted fate in the icy waters of the North Atlantic. Convoys and war ships belonging to both the Royal Navy and the Kriegsmarine performed a deadly dance in which information was as vital as ammunition. No one knew exactly where the enemy’s vessels were to be found.
Come to think of it, where were yours??

After two Enemy Coast Ahead titles and Skies Above the Reich, designer Jeremy White and GMT Games bring us Atlantic Chase, a “ship battle” game that rewrites the whole book—and then some. White’s designs are already known for their innovative game mechanics, and Atlantic Chase is no exception, as it unfurls concepts that are so new as to give seasoned wargamers pause. Just to marvel at the whole thing.

The game takes place at the operational level, with ships assembled into task forces represented by elegant wooden sticks on various hexagonized bodies of water. Since each session is driven by a different scenario, player objectives abound: sink British convoys, mine the Norwegian coast, destroy a German battleship, deliver troops to your allies, prevent German raiders from reaching the Atlantic, and above all else, avoid sparking an international incident.
Possible actions are just as varied, with names that express directly what they entail, from Naval Search, Engage, Air Strike, Stealth Recon & Attack (get those U-boats in on the action), all the way to the more perplexing Trajectory, Signals and Completion actions.
And this is where things get very interesting.

The basic conceit of Atlantic Chase is that, before the age of instantaneous GPS connections, military endeavors—and naval warfare to an even greater extent—were plagued with a curse of ignorance. Admirals knew a few unassailable facts about each task force they were throwing into battle: its composition, its departure date and time, its intended trajectory, and its ultimate objective. But as soon as convoys and cruisers and battleships left the coast and sailed into the horizon, the rest was in God’s hands. Now if commanders knew precious little about their own forces, speculation about enemy forces was at an all time high.
Some naval games choose to display individual ships, others assign an entire task force to one piece, but Atlantic Chase goes the extra (nautical) mile and uses the aforementioned wooden sticks to represent the trajectory of each task force—friendly and enemy alike. That system has several chains of wooden sticks crisscrossing the board, each chain a representation of where the corresponding collection of vessels could be. You know where they departed from and their intended destination, but their actual location along the trajectory remains a mystery.

A few entangled trajectories

From there, the game unspools as a series of actions designed, in many cases, to reduce the uncertainty of the trajectories and get a fix on an opponent’s actual location. First of all, there’s the Trajectory action itself, where you draw a line of wooden sticks between two points on the map to get your vessels going; then Naval Search removes segments from an enemy trajectory (eventually reducing it to a single point—that’s where the ships are!); Engage launches an attack against a task force that’s been successfully located; Stealth brings you submarines to bear; Air Strike launches an air attack; and so on.

When friendly forces coordinate for an operation, the concept of trajectories remains in play and makes it more difficult to achieve success if the participating ships are along an extended chain of little sticks: you’re just hoping that friendly battleship is indeed within striking distance. But you might be wrong: roll the dice and let’s find out.

The active player keeps executing actions until they either decide to pass, or they lose the initiative. Some actions automatically trigger an initiative switch, whereas others will require a die roll. Many actions end with a “time lapse,” a mechanism by which active trajectories get shortened. For instance, the task force that just Engaged gave some clues as to its actual location, or it’s getting closer to the shore—all represented by the removal of some sticks from the active trajectory.
Passing also does the trick: it’s basically how you move! The passing player resolves a time lapse and shortens a task force’s trajectory, which essentially gets the ships closer to where they’re trying to go. That said, time lapses are more effective in good weather; when the storm hits, you’re even more in the dark about your little boats.

Combat is a simple affair, but it need not be.
The standard game employs a separate battle board, with quick maneuvering and gunnery to get the job done. However, an advanced combat system is also provided for the more adventurous among us who crave relative directions of movement, visibility issues, mechanical distress and age-old favorites such as flooding and burning decks. It extends playtime a little, but it also creates a more detailed and exciting narrative when two task forces do manage to meet.

Convoys taking the coward's way out — classic...

Ready to sail? The selected scenario will tell you what you need to accomplish. Beyond that, you better hope Neptune is on your side.

RULES OF ENGAGEMENT

Atlantic Chase ships with five rulebooks in a big, armored box. You read that right: five. Now DO NOT PANIC. It’s not as bad as it sounds; it’s actually a really cool thing.

RULEBOOK
The first book contains the actual rules of the game. It clocks in at 63 pages, but every other page features a fully illustrated example to help the reader along. Moreover, each page of rule forgoes the typical wargame three-column, hope-you-got-a-magnifier structure and opts for a single column in large type with plenty of illustrations.


Even better, the game’s actions are arranged in alphabetical order, making in-game referencing a snap. And best of all? You don’t even need to read the damn thing to start playing.

TUTORIAL BOOK
Here we go—55 pages that take you by the hand, ask you (gently) to cherry-pick the aforementioned rulebook and learn the game as you play, one step at a time.
I’ve said before that you could learn a Jerry White game straight from the player aids, and I’ve done it myself more than once. In this case though it’s not quite true: the player aid material will get you halfway there, but you will be required to crack open the rulebook at various points. Rest easy: it’s done with such finesse that you won’t feel a thing. Every “lesson” is a very short scenario you play alone against a table of possible enemy reactions, and which teaches you one more of the game’s systems until you’ve mastered the whole thing. It’s brilliantly done, and fun to get through. And of course, White being White, each tutorial scenario also doubles as a quick history lesson. Why would you not want to jump right into that?

SOLITAIRE SCENARIOS
Next up is a 71-page book that holds no fewer than 15 solitaire scenarios. Those function the same way tutorial scenarios did, with one or more tables used to determine what the enemy will decide to do. Worth noting, the player will alternatively play the German and the British, so both sides of the coin get to shine here.
Except for the fact that combat gets a tad predictable with no one else at the table, the solo scenarios are lots of fun to play, as well as a great way to get your sea legs once you’re out of your tutorial berth.

TWO-PLAYER SCENARIOS
When it comes to two-handed action,
Atlantic Chase has you covered with 21 further engagements. That’s 63 pages chock-full of daring adventures on the high seas, ranging from skirmishes involving a handful of ships, all the way to massive assaults that’ll have the neighbors complaining about the salt water. Ever dreamed of sinking the Bismarck? Now’s your chance.

ADVANCED BATTLE RULES
Last but not least, we get to 15 pages of advanced combat instructions. It bears repeating that the game can absolutely be played without this appendix, but it does give the proceedings a fiery flair that’s difficult to ignore. Some will relish the added nautical fun, others will stare at the clock mounted in the captain’s cabin; I suggest you play a few games without the advanced combat rules, and then try them on for size. You can always go back to regular combat if this proves too cumbersome or too long for your taste.

All told, that’s 267 pages of rules and instructions. Scary at first, than strangely inviting. As the French like to say, ce n’est pas la mer à boire (“it’s not the sea to drink”—not so daunting a task). In and of themselves, the rules are not complicated, as the only real hurdle lies in the originality of it all. But fear not: the layout and the numerous illustrated examples make navigating the many books both agreeable and efficient.

FUN FACTOR

True, Atlantic Chase is a ton of fun to play. Who knew being clueless about the position of your own ships would be so exhilarating? There’s a special thrill to be found in figuring out that your task force really is on the path of that rival fleet, then outmaneuvering those bastards and torpedoing their tanker… Or, for the more dignified among us, dealing with the political repercussions of a neutral country reacting angrily to mines being laid in their waters. However, in a weird kind of magic twist, the game is also fun to learn. Several times during the tutorial process, I caught myself with a wide grin on my face, just having a blast reading about how I could send my submarines against one of those confounding trajectories. Or cajole an allied task force into taking an active role in an operation. Who cares whether their position is blown? The Admiralty demands results.

I should warn prospective sea dogs to pay attention to the first four tutorial scenarios (T1-T4). Those are so short as to normally reach a conclusion after a single turn, which makes setting them up in the first place a bit irrelevant. So unless you’re very confused about the new rule you just learned, I suggest you simply read the provided examples of play and move on. T5 is where you want to start breaking out the ships.

WAR PRODUCTION

The big Atlantic Chase box comes with so much stuff that by the time you punch everything out, it will barely take it all back in. It also weighs enough to keep an aircraft carrier anchored through a biblical storm.
In addition to the five rulebooks, you get a bunch of player aid materials, a pair of task force display sheets (where the ships that compose each task force actually reside), two inset maps (one for the North Sea, the other for the Norwegian Sea), a beautiful eight-panel mounted map, a wide array of ship and control counters (including that damn initiative that never seems to go my way), plus enough wooden sticks to recreate the Eiffel Tower at full scale.

Those wooden components are the trajectory segments, and they’re gorgeous. I’ve seen showstoppers in my day, and this is certainly one of them—I can’t imagine a gamer walking by and not missing a step at the sight of this baby in full swing. Plenty of spare wooden parts are also provided, something I think no game should come without.

The inset maps are useful for a few scenarios that constrain the action to a small area. Each of the two maps expands what would be just a handful of hexes on the main map, and provides a zoomed-in view of the relevant section. Very cool.

Some errors did swim their way in, and GMT ships a one-sheet errata compendium with the game itself. Most items listed there are of the minor variety, although my eyes hurt a little each time I read “Inturruption” on the player aids. The one mistake that keeps me up at night involves the three French light cruisers, whose markers were printed with the French flag in a horizontal configuration—like pre-war Yugoslavia decided to join the fray and send a few vessels.

Doesn't it break your little French heart?

It doesn’t alter the game in any way, but it bothers me enough to keep an eye out for replacement ships in something like a future issue of C3i.


PARTING SHOTS

After you’ve burned through all 36 of the provided scenarios (all eminently replayable, by the way, even the solo ones), you might be tempted to tackle the “best of five” campaign game. It presents itself as five scenarios, with crucial setup decisions before each one, and eventual reinforcements once the smoke has cleared. Whoever wins three of those comes out on top.

Which brings me to one of my favorite aspects of the game: the definition of “winning.” While the two-player scenarios make it clear what victory means (half of them through an actual score, the other half using a table of victory conditions), each of the solitaire scenarios comes with a debriefing table where victory points are tallied and an outcome presented. Not just one word, but an actual paragraph that explains how that outcome might translate to a real-world situation. Extreme outcomes are clear-cut cases (Steady On! or Another Defeat leave no wiggle room for doubt), but everything else welcomes interpretation. I love outcomes titled Bitter Success or Grim Battles, evocative enough to keep the narrative going long after the bits have gone back into the box.

In the designer notes, White mentions that the trajectory system was first envisioned for a Civil War game before drifting into WWII naval confrontations. As an ACW nut, can I preorder that game right now? I can’t wait to lose track of my troops in the woods at Shiloh.

 

  

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Friday, July 30, 2021

Flash Review — Lost Ruins of Arnak


Players: 1-4
Works well with just 2: Yes!
Solo quality: Good
Age: 12+
Playtime: 30-120 min (30 min per player)
Complexity: 6.5/10

There is much to explore in those mysterious ruins, and possibly much to fight off, too.
Acquire new tools, hack through the jungle, face fearsome guardians, and make sure to keep a detailed log of all your discoveries.

Arnak is another hybrid deck-builder/worker placement game, much like Dune: Imperium. This time around it’s all about finding the Indiana Jones within you and letting him shine. Now where other deck-builders have players pick between using each card for its effect (to accomplish something in the game) or its currency value (to buy more cards), Arnak throws in a third option: transportation. So you can also opt to use the transport icon(s) on your precious card to take your explorers to new, virgin locations. Which of the three options to pick? Oh, sweet agony.
Through the purchase of regular equipment (with gold) and the discovery of powerful artifacts (using compass tokens), your card deck will grow and open up plenty of options for you to amass resources and transform them into progress on the research track—’cause that’s there the big victory points are to be earned.

Lost Ruins of Arnak surprised me: it looks like your typical, tired Eurogame design, when in fact it’s nothing like that. Cool mechanics, novel concepts (I love the idol bonus options on the player board) and beautiful illustrations make for a compelling package indeed.

Most easily forgotten rule: When you upgrade an assistant, you also refresh them. (So make sure to use them before you upgrade!)




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Thursday, July 15, 2021

Flash Review — Sleuth


Players: 3-7
Age: 10+
Playtime: 30-45 min
Complexity: 4/10

A valuable jewel has been stolen, and it’s up to you with your clever use of logic to figure out which one it was. Play your question cards, write down what you’re told, and deduce the rest.

This isn’t a new game by any stretch: Sleuth was first published back in 1971 as one of 3M’s gamettes. But Sid Sackson’s game endured, went through several incarnations and is still in print, with the rights currently in the hands of Eagle-Gryphon Games, who put out an edition very reminiscent of the original.

Whereas Clue asks who committed the murder, in what room and with what weapon, Sleuth is only interested in the identity of the missing piece of jewelry. However, that difference is superficial: the game still boils down to three categories of information with several different values, and you’re trying to nail each one. Gem type (diamond, pearl, opal), type (solitaire, pair, cluster) and color (red, blue, green, yellow). So one jewel card—the stolen gem!—is removed from the game sight unseen, some cards are dealt face up on the table Texas Hold’em-style, and the rest distributed amongst the players. Which is the missing mystery card?
Each player is dealt four question cards and the game begins.

Sleuth is essentially Clue without the board, which gets rid of all the problems and frustrations connected to the roll of the die. No more hoping to make it to the library to ask the question that’s burning your lips: if that question is on one of your four question cards, you’ll get to ask it on your turn, no matter what. (“How many blue gems are you holding?” “How many pairs”?) Then draw a new card to bring your hand back to four, and keep going. While all questions require their answers to be spoken out loud, some of them will also provide additional information only the interrogator is privy to.

Looking for yet another improvement over Clue? Fine: if you think you’re one bit of information away from solving the case, you get to ask another player any question you want (your question cards be damned), and then you have to go for it: write down what you think the answer is, peek at the secret card, and revel in your deductive glory. You got it wrong? Then you’re out of the game but keep answering questions until someone wins—which usually takes very little time.

All in all, Sleuth remains the best deduction game I’ve encountered so far. It’ll take something truly special to dethrone this one.

Most easily forgotten rule: If you think you know the identity of the stolen gem, you can say so at any time, and not just on your turn.




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Wednesday, July 7, 2021

Flash Review — Imperium: Classics


Players: 1-4
Works well with just 2: Yes!
Solo quality: Really good
Age: 14+
Playtime: 40-160 min (40 min per player)
Complexity: 6/10

You are the leader of a famous civilization from history. Will you be able to guide your people through their barbaric years and achieve empire-hood?
Expand your territory, grow your population, husband your resources, keep unrest in check, and grab those Fame cards whenever you can.

I’m a big fan of deck-building games, and Imperium is a deck-builder like no other. There is a market of common cards (in several varieties) that all players can purchase from, but each civilization comes with a personalized stack of cards that represent their own, unique path to domination.
It works like this:
You begin with your starter deck, which is different in size and contents for each civilization. These early cards allow you to start expanding your domain by grabbing new cards from the market, but not by paying currency like you would expect: instead, some card actions let you acquire new cards (while other cards perform other functions). Then you have a Nation deck (also different for each civilization), which slowly drips into your starting deck: one Nation card gets added to your deck with each reshuffle of your discard pile. (So it pays to reshuffle quickly, but go too fast and you’ll miss out on some valuable plays.) Once the Nation deck runs out, the next card to drip into your deck is your Accession card—a famous leader, location or accomplishment (Julius Caesar for the Romans, Olympic Games for the Greeks!). When that happens, your ragtag collection of barbarians becomes a bona fide empire, and you can start adding powerful and civ-specific Development cards to your deck with each reshuffle, further shaping your destiny. (But those are costly! Make sure you have the resources you need to pay for the card you want when you’re about to reshuffle.)

Some cards can only be played by barbarians, and others only by empires. This means that in the first half of the game, you’re trying to temporarily stow away empire cards until you’re allowed to play them; conversely, in the latter half of the game, you’re trying to get rid of barbarian cards so they don’t gum up the works each time you draw a new hand.
Game end is triggered by specific decks running dry, and victory points are tallied. Will your Macedonians defeat the Scythians? Only one way to find out.

Imperium is the most intriguing deck-builder I’ve played so far, partly because it really feels like a civ game in card form (more so than something like Nations, for instance), but also because the eight different civilizations provided in the box—with eight more in the compatible Imperium: Legends sister game—create an impressive network of possibilities to explore. I’ve heard complaints about the art, which has a European comic book style to it, but I really enjoy it, and I can see myself playing this one for a long time to come.

Oh, yes: Don’t spend too much time with the rulebook. At first it’ll seem like it’s not teaching you much of anything, but keep in mind that the cards do most of the heavy lifting. Just start playing the game and it’ll all fall into place.

Most easily forgotten rule: Make sure to drop a progress token on one card in the market when you start your clean up at the end of each turn.



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Monday, June 14, 2021

Flash Review — Kanban EV


Players: 1-4
Works well with just 2: Yes!
Solo quality: ? (haven't tried it yet!)
Age: 14+
Playtime: 60-180 min
Complexity: 8.5/10

As a worker in a car factory, you need to stay on top of every aspect of production and make sure the manager, Sandra, is satisfied with your performance.
Pick the right car designs, confirm that the required auto parts are in stock, manufacture the actual automobiles, put them to the test, and don’t show up at the next meeting without something positive to share!

Kanban EV is the latest edition (2nd? 3rd? There was kind of an in-between edition somewhere…) of the car-production game by designer Vital Lacerda. The first edition was already a joy to play; the second edition brings that joy to a whole new level, with great components and a new board that scares the hell out of everyone at first, but becomes second nature in no time.

We’re talking about a worker-placement game with just one worker per player. This means you have to move your worker from action space to action space, and in turn that action spaces become available—and then occupied again—in an accelerated cadence. You score points when you test cars, but you must first obtain those cars; however, you have to provide specific parts before a car can roll off the assembly line; and don’t forget you also need car designs, otherwise, how will you know what you’re ultimately making and testing? Oh and did you remember to get the proper amount of training in each of those departments?
On top of it all, Sandra, the factory manager, will amble along the entire factory and check up on player performance. If said performance is lacking and training is insufficient, penalties will be doled out. (You do not want to get penalized by Sandra.)

So there’s a lot going on here. There’s no doubt Kanban EV is one of the heaviest Eurogames you’ll ever learn (and a bitch to teach, I can tell you that). But it’s well worth the effort: once the mechanics have been internalized, the game runs smoothly and what’s left is the good stuff—figuring out how to make the most out of limited time and resources. The result is a favorite in my collection.
(I haven't touched the small expansion that comes with this edition. The game's already great without it.)

Most easily forgotten rule: In a 2-player game, you cannot move to a department occupied by Sandra. (But she can still move to any department with a free spot in it.)


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Thursday, June 3, 2021

Flash Review — Bloodborne: The Board Game


Players: 1-4 (coop)
Works well with just 2: Yes!
Solo quality: Great
Age: 14+
Playtime: 60-90 min (per chapter)
Complexity: 7/10


Yharnam is a scary place, but if you can figure out how to be brave and clever enough, you might just get out of there alive.
Explore the town’s every nook and cranny, battle horrifying monsters, upgrade your weapons, and unearth layers upon layers of secrets.

Bloodborne: The Board Game is the ultimate cooperative dungeon crawler. Yes, you reveal tiles and fight enemies that pop up, but the comparison to other games in this genre stops there. The game is story driven, with each campaign comprising three chapters, and each chapter built around several different missions. One mission might be to investigate strange sounds coming from a specific location, which might lead to another mission about doing something with whatever revelation awaits there. Getting around is dangerous, with a variety of creatures (specific to each campaign) lurking around every corner. And time is of the essence! Players are afforded no more than 16 turns to wrap up a chapter, and quite possibly fewer than that, with each visit to the Hunter’s Dream (for revives and upgrades) pushing the turn marker one more notch towards extinction.

The game’s got a great card-based combat system (difficult choices galore), with at least six different attack modes unique to each enemy, and plenty of cool stuff to pick up along the way. It also comes with a pinch of deck building, where you can upgrade cards in your fixed 12-card deck, saving your progress from chapter to chapter until the campaign comes to an end.

Replayable? Very. Even though you might know what a campaign entails, you’ll still have some fresh branches left on the decision tree, enemies won’t spawn in the same places—nor fight in the same manner—and the town of Yharnam itself will reinvent its layout with each visit. The base game comes with four full campaigns, or 12 chapters in total, all completely replayable. Thirsty for more? CMON is printing expansion after expansion. There’s no limit to the carnage.

Game components are top notch, including miniatures that are amongst the best I’ve ever seen in a boardgame. And if you’re a fan of the Bloodborne videogame, then you’re in a unique position to appreciate (and frankly drool over) not only all of the lore ported to the cardboard incarnation, but also how they managed to make playing the boardgame feel like you’re fighting your way through the videogame.
Hats off to the designers.

Most easily forgotten rule: An enemy on your space or tile will pursue if you move away (move 1 space along the path you took).



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Tuesday, May 25, 2021

Flash Review — Dune: Imperium


Players: 1-4
Works well with just 2: Yes!
Solo quality: acceptable
Age: 13+
Playtime: 60-120 min (barely 60 minutes with 2 players)
Complexity: medium

In the Dune universe, the Great Houses of Landsraad gather resources, forge alliances with powerful factions, and face off in explosive battles for control of the Imperium.
Build the perfect deck to unlock some of the Bene Gesserit’s secrets, learn new tricks from the Spacing Guild, gain much-needed water by making friends with the Fremen, and stay on the Emperor’s good side. But above all, make sure you never run out of spice. (‘Cause it must flow.)

Yes, Dune: Imperium is a deckbuilder, but it’s also a worker-placement game. You’ll find yourself playing cards to gain access to specific spots on the board, usually to generate resources or ready troops for war. You’ll also want to keep some cards for your last turn of the round, when you reveal what’s left of your hand and use the currency found there to buy new cards to add to your discard pile—in addition to triggering the occasional special ability. At the end of every round, combat takes place between those with troops on the battlefield, with a variety of spoils awarded to the top contenders. The game ends after 10 rounds or when someone reaches 10 points.

For a system that simple, it’s surprising how much the theme shines through. Fighting is an ever-present reality that needs to be dealt with, but intrigue and manipulation (of your card deck, for one thing) are also a big part of the game. Experience plays a major role as well: newcomers won’t know how to navigate the intricacies of the system, but will learn after a beating a game or two.

In solo mode, the lone player uses a special card deck (or else a free companion app) to generate worker placements for two virtual rivals. But since the whole thing is random, it feels more like a learning tool than a true “competing against AI” experience. By contrast, the two-player version—which uses the same deck to drive a single virtual opponent—works really well. In this version, the AI is not collecting any resources nor scoring any points: it’s just there to gum up the works, blocking spaces on the board and putting up a surprisingly stiff competition in combat when you might have wished for an easier confrontation.

Overall, Dune: Imperium is a winner. It doesn’t reinvent the wheel, but it’s a solid, exciting design with plenty of depth to explore. Now if we were to talk expansions...

Most easily forgotten rule: At the end of a round, put a spice token on each of the spice-generating spaces that were not visited during the round.



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