Showing posts with label Clever Mojo Games. Show all posts
Showing posts with label Clever Mojo Games. Show all posts

Sunrise City Review

I would like to thank my guest reviewer Chris C. for continuing to bring us wonderful reviews such as the following:
Sunrise City game in play

Sunrise City is a recent tile-laying game by Clever Mojo Games, who also made the excellent and very popular Alien Frontiers.  Tile laying is a widely-used mechanic, appearing in games as diverse as Taluva and Eclipse.  The giant of the genre is certainly Carcassonne, and Sunrise City draws on this lineage while adding some neat new ideas.

A game of Sunrise City is played over 3 rounds, each divided up into four phases.  First, players draw zoning and building tiles and pick a unique role that will give them a special power until the next round. In the second phase, players place their zoning tiles on the table, extending the city outward.  Then players bid on the right to build on the empty zones.  Finally, in the building phase, players place their building tiles.  Buildings can either go on zoning tiles that a player has won the right to build on in the bidding phase or on other buildings to create upper floors.  They must always be placed on zones or other buildings that match their color (except for the purple “mixed use” zones and buildings).  The color-matching requirement creates exciting tension as you hope the spots on which you can build will remain available.

scoring points in a game of Sunrise City
Double points for landing on 10
The scoring mechanic is a particular novelty of Sunrise City.  As players earn points, they move up a 10-place track with a star at the top.  Every time a player gets past the star, they earn a star-shaped “benchmark token” and loop around to the bottom.  But a player who lands exactly on the star earns TWO benchmark tokens.  The player with the most benchmark tokens at the end of the game wins, so a large part of the game’s strategy comes from maneuvering to land exactly at the top of the track and “double” your scoring.

Points are scored every time a building is placed, but also in a variety of other ways.  A player can earn points by placing a zoning tile next to another of the same type to create a “district”, by building next to the special “community” tiles, by building odd-numbered upper floors, or by a number of special powers on the role cards.  Managing the various scoring methods to land exactly at 10 points is a fun challenge.

Another wonderful aspect of this game is its components.  The building tiles are the thickest pieces of cardboard I’ve ever seen in a game, and give you the feel of building a city in three dimensions.  The pieces for bidding are thick wooden poker chips and the game includes large black plastic pieces for keeping track of the odd-floor scoring bonus - they look really neat on the city.  Everything is bright and colorful, though there is one problem in that the blue on the buildings doesn’t perfectly match the blue on the zoning tiles.  Happily, the zoning and building tiles also have icons corresponding to the colors.

three dimensional building in Sunrise City
Building three dimensional cities
I do have one complaint about this game, which is the amount of luck.  Depending on the tiles you are dealt, it simply may not be possible to get to exactly 10 points, potentially giving your opponents a major advantage.  Luck can be a problem with any number of players.  In the first round of one 3-player game, I drew two all-green building tiles, but there was only one green zone on the entire board.  I ended up having to discard the tiles and miss this major point-scoring opportunity.  In games with 4-players, there are more opportunities for scoring on any given turn, but it’s very hard to plan for landing on 10 points across multiple turns because your opponents will often cause you to score points during their turns.  Since landing exactly at 10 points is so important, it would be nice to have more control over the scoring.

Despite the luck problem, I found this to be a very fun game.  Looking for the best place to play your buildings on the city provides a neat puzzle every turn.  And the game plays very quickly, often in less than 45 minutes with folks who have played before.  In such a quick game with so many fun parts, the amount of luck is probably forgivable.  It certainly feels more strategic than tile-laying
classics like Carcassonne, especially since you draw 4 zoning tiles and 4 building tiles at the beginning of each turn, allowing for a little more planning.  And building a large city in three dimensions is very satisfying.

Overall, I think this is a nice game.  It’s the best game I’ve played that uses tile laying as a central mechanic.  If you like tile laying or are looking for a light-weight strategy game and don’t mind a bit of luck, you should definitely check it out.
7.5/10

If Sunrise City sounds interesting, you might also check out Architekton, Carcassonne, and Cityscape.

I would like to thank Clever Mojo Games for providing a review copy of Sunrise City.

Jin Li Review



A game that I had never heard of was called "Jin Li". Then, a tornado blew up my house and lots of people sent me games. One of those people, David MacKenzie of Clever Mojo Games, sent me Jin Li. As I was looking for a new game to play, I asked myself "hey, what's that weird little game in the canvas zipper?" And thus... I found friendly fish.

In fact, the fish in Jin Li are so friendly that they want to touch each other (not in the dirty way, pervert - these are good, wholesome fish!). Instead, they just like being near the other fish. Because of this, they will reward you with their form of currency called "victory points" if you are able to get them adjacent to each other. Specifically, each turn you can move one of your fish and place a stone, or you can jump over a stone. You cannot jump over more than one stone or another fish. We call those things "cheating". However, if, after moving your fish, it is adjacent to other fish, then you score one point for each fish that is adjacent to the fish you just moved. Keep doing this until one person gets enough "victory points" to escape the fishbowl. Wait, these fish like each other... they don't want to escape. Oh well, the game is played to ten anyway.

The first thing that I like about Jin Li is that you only score on the fish that was just moved. If this weren't the case, I think that the game would be broken. After all, if your opponent moves his fish next to you, then at the end of the next turn you are still next to him. However, since it is only the fish that was just moved, you have to find a way to move and still be adjacent to the other fish. And there might be pesky stones in your way.

The second thing I like about Jin Li is the pesky stones that might be in your way. If it weren't for the placing of the stones, the fish would easily swim next to each other in peace and bliss forever (though you would punish them by leaving them in the game box (canvas zipper), since the game wouldn't be any fun). The stones, however, are the key element in thwarting what your opponent (and his fish) want to do. Stones can be used to both help your fish move more quickly (if a single stone is in front of you) and to block your opponent from moving (if multiple stones are in front of him). The stones combined with fish placement and the fact that you cannot jump over an opponent's fish all combine to make for an impressively strategic game with ridiculously simple instructions.

The main "con" to Jin Li is that it is a filler game. I won't ever go meet up with any of my friends simply to play Jin Li. I used to live 5 minutes away from the game store where I played most of my games; it would take about as long to get to the store as it would to play through a game of Jin Li. I really enjoy the game, but it is by all of my definitions a filler game that I will play in between longer games.

The nit-picky con to Jin Li is that the "board" (which appears to be a mousepad with the playing area screen-printed on it) does not like to lay flat.  Neither do the instructions.  I think that this is because they spend most of their life rolled up inside the canvas zipper.

Right, the instructions all fit on a single page.  So I should stop before my review of the game winds up being significantly longer than the instructions.

Overall, I give Jin Li an 8.5/10. It is a very nice little strategy game that is a great way of passing time when waiting for other games to be played. I would recommend that everyone go out and buy it but, unfortunately, it is not easily (cheaply) available in the United States. It is (as far as I know) only printed in Spain through Nestor Games. However, there is an iPod/iPad/iPhone version available for $0.99. I bought it and I have really enjoyed it - I would recommend you check it out as well.

Like abstract games?  You might also read my reviews of Abalone, Dvonn, Pentago, and Rise.

I would like to thank David MacKenzie of Clever Mojo Games for sending me a copy of Jin Li along with several boxes of other games from his personal collection to help rebuild my collection and to give to the people of Joplin after the tornado. Thanks, David!

Alien Frontiers Review

Alien Frontiers board game in play


Another game that I've looked forward to playing for quite a while is Alien Frontiers.

In Alien Frontiers, each player takes on a fleet of ships (dice) trying to successfully colonize a distant planet. On each turn, the player rolls the dice representing ships and, depending on what he rolls, can perform different actions. Some actions reward you for having numbers that match, some reward sequential numbers, some are useful when rolling high, others low, and some don't care at all. What affects this even more is that what you can do is dependent on what your opponents have done before you - if the spots on the board are already occupied, then you cannot place your ships there (unless you shoot them off with a Plasma Cannon). Anyway, each turn, after rolling, you decide where each of your dice are placed; but with the ultimate goal of placing colonies on the planet (there are three actions that directly help you with that goal). The game continues like this until one player has successfully placed all of their colonies - at which point the player with the most points (from colonies and Alien Technologies) is the winner.

The first thing that I love about Alien Frontiers is how the dice are used (which is good, because this is how the entire game flows). I have heard that Kingsburg has dice mechanics that work similarly, but I've not played it, so I can't really say too much here (except that I like this mechanic enough in Alien Frontiers that I'm motivated to go try Kingsburg, too). What is brilliant about Alien Frontiers is that the dice add an element of random to the game, and yet there isn't a "bad roll." Obviously, on some turns you really need to roll a certain way, and if you don't then you will be frustrated but, in general, you always have options available to you; it is simply a matter of making the best of your options. (Plus, there are certain Alien Technologies that allow you to change the numbers on the dice, which adds yet another strategic element to the game.)

The next thing that I like about Alien Frontiers is the bonuses - both from having Alien Technologies and from controlling certain areas on the planet. These bonuses are valuable enough in the game that they are worth pursuing; and yet, they are not so powerful that the person with the most will win (with Alien Techs at least - you do win by having tons of colony bonuses because that means you've placed tons of colonies). Because of this, each player must decide carefully between how many Techs he needs and how often you should use your dice to pursue other interests - such as getting a colony closer to launch.

The final pro that I will note about Alien Frontiers is how player interaction works. Granted, I (to this point) have been too nice during the game and have not attempted to destroy my enemies' fleets yet, but I like the different ways that players have of interacting. You can never affect another player when it is not your turn, but you can really wreak some havoc when it is. Specifically, one of the locations allows you to rob other players of resources and/or Alien Tech cards (if you roll three sequential numbers). This can be quite useful. Another way that you can affect other players is with Alien Tech cards. However, to keep this in check, you normally have to lose your Alien Tech to drastically impact another player - and this is a very steep price! Therefore, the game is setup so that you can definitely interact with ("attack") each other (and get rewarded for doing so), but has also implemented measures to keep the game from becoming an all-out war game, which I appreciate (after all, I play stuff like Risk 2210 A.D. when I want to do that).

The only real con that I have for Alien Frontiers is that the last few turns can really turn into quite a bit of "Analysis Paralysis". After the first game or two, turns will really go fairly quickly since players will know where their dice can be placed and have a general strategy... until the end. The last couple rounds of the game can lead to significant over-analyzing from normally quick players. This is really a situation that occurs in a ton of very good games (Power Grid comes to mind), but is still fairly annoying when it happens.

Overall, I give Alien Frontiers a 9.0/10. I really enjoyed my time with this game, and, as hard as it is to live up to several months' worth of hype, Alien Frontiers did not disappoint my expectations.  I can see myself continuing to play this dozens more times!

Value diversity of opinion? You can also see an Alien Frontiers Review from the Board Game Family, or another review of Alien Frontiers by Games with Two. But you might also want to check out Steam: Rails to Riches, Stone Age, and Bootleggers.

I would like to thank Clever Mojo Games.  Whereas this is where I normally tell you that a game company has sent me a demo copy to review, that is not true of this title (though I have been promised a copy from the third printing to replace my copy that got damaged in a tornado).  I actually pre-ordered a copy of the second printing of Alien Frontiers and wrote this review based off of that.  However, after the tornado, I received immense amounts of support from the fine men that run Clever Mojo Games.  David MacKenzie sent me three boxes full of games from his personal collection to help restore my collection and to donate to the people of Joplin - and many of these were very good, sometimes rare titles, many of which were still in the packaging!  Not only did David send me games, but Fred MacKenzie followed suit by sending me several more games.  This company is truly run by very giving individuals who love the hobby of gaming, and I cannot encourage you enough to go support them by purchasing Alien Frontiers and any other games that they come out with.