51st State: The New Era Review

51st State New Era game in play


After playing the original 51st State and thoroughly enjoying it, I felt it was appropriate to track down a copy of 51st State: The New Era to play.

Since The New Era is an expansion to 51st State, I am going to assume that you are familiar with the original game (and if not, please click on the previous link and check out my review of it). Therefore, I'm going to focus this review on the differences between New Era and the base game - though you should know that New Era is a standalone expansion that can be played without a copy of 51st State.

The Hegemony card from New Era
The Hegemony
First, The New Era is playable with 2-5 players instead of the 2-4 from the original game. In order to do this, they have added in the "Hegemony" faction. In addition to this faction, they have included all four of the factions from the base game, and those factions are completely unchanged. I felt like this was an area that could have been improved. Instead of using the same factions from the base game, if they had created 5 new factions, there would be much more replayability when combining the two games. Instead, if you combine the games, then you have a useless copy of 4 of the factions. In addition, though the game is now 5-player, I am not sure who would actually play it with five. Due to the length of the game (which seems to grow proportionally with the number of players), I think that four and below really was adequate. Either way, extra factions are always nice as they allow you to have a different feel when playing the game (which, again, is why I wish that they had different factions from the base game).

The next topic is directly related to my biggest complaint with the base game. The base game was incredibly hard to learn and teach. Whereas the New Era isn't entirely clear (I read the rules, played with someone else who had read the rules, and still had a few things I was unclear about), the instructions have added an "Abbreviated Game Guide" on the back.  This really helps when teaching the game. There are simply so many different actions available that it is hard to remember them all when explaining. This very small addition makes it much easier to make sure you don't leave them out.

Ultimately, there are two big changes in the gameplay. First, the leaders from the base game have been eliminated. If you combine the sets, then the leaders are still legal, but they did not include any new leaders in the expansion. I'm fine with this change, as I thought the leaders may have been a bit too powerful and helped favor whoever had the good fortune of drawing one.

Refinery card from 51st State New Era
Note the blue/red arrow
Secondly, the New Era has added player interaction. The cards now include a blue/red arrow that indicates how far the location is from the other players. So, in addition to making agreements with cards from your hand (playing them for the blue side), you can now make agreements with cards that other players have played as locations (white)! This is a nice addition. The other aspect of the player interaction (red half of the arrow) is that you can blow up your opponent's locations. If you successfully destroy your opponent's location, though, he can fairly easily rebuild it (assuming he has access to brick), and gains a victory point for doing so! Therefore, attacking other players can be useful when done strategically (specifically in games with three or more players), but if done haphazardly can actually help your opponent by essentially giving him extra redevelopment actions. This player interaction is done well, and I think that it adds value to the game.

The only other real change that I noticed was in the components. Instead of having seemingly hundreds of very small round cardboard chips (that were hard to pickup), resources have been replaced with wooden tokens. I think that this helps the game feel higher quality, but actually may be a touch more confusing during gameplay - instead of very easily knowing that a cardboard chip with a gear on it represents a gear, you now have to mentally convert a wooden gray disc into a gear (which is trickier with the brick and gun since the orange and red discs are somewhat similar in color).  They have also replaced the faction cards indicating what the faction's permanent actions are with a single sheet showing all four of those actions (including the redevelopment).

51st State and New Era cards
Old and New Faction components
Overall, I give 51st State: The New Era an 8.5/10. You may be thinking, "but that's what you gave 51st State!" Indeed, it is. I think that The New Era is an improvement over the base game, and I would recommend that people purchase it instead (or in addition) to 51st State. However, the gameplay isn't distinct enough that I thought it warranted a higher score. Either way, it is a very solid game that I enjoy playing!

If you like New Era, you might also like Race for the Galaxy, Eminent Domain, and Summoner Wars.

I would like to thank Portal Games for providing me with a review copy of 51st State: The New Era.

Caveman Curling Review



One of the newest dexterity games that I've been able to check out is Caveman Curling (which isn't available on Amazon at the time of this writing).

In Caveman Curling, players take turns sliding their "rocks" (disks) in an effort to get them closest to the center of the cave. After each shot, the active player has the option to use one of his hammers or totems - if you play a hammer, then you are allowed to lay the hammer on the board and move your rock to the other side of it. If you place a totem on the rock, it "protects" it - if the totem is knocked off later, then you have the option of leaving the rock in it's new location, or picking it up and re-shooting it at the end of the turn. Once all six rocks have been shot/flicked/hammered/curled (plus any totem re-shots), whoever is closest to the center of the cave gets a point for each of his rocks (fully inside the cave) closer to the center than his opponent's closest rock. Next, pull everything off the board, and try again. Continue playing until one player (or team) has six points.

The first thing that I like about Caveman Curling are the magnetic board holders ("slammers" - but I can't say that without thinking of pogs). One of my greatest concerns when I received my copy of the game was how the board was going to lay flat - it was pretty obvious that the board was rolled up inside the box, and it is really important in a game like this that the board isn't "curling" (hehe), but is laying flat. Fortunately (in case you can't tell from my picture) the game includes two magnetic strips that clamp together on each side and help force the board flat - this part of the component design was great!

Totems give you "protection"
The next thing that I liked with Caveman Curling was the option to use the special tokens. Instead of being strictly dexterity/skill based, these allow you to have a few "cheats." However, we found in our games that it seemed like you had a few too many special objects available - we didn't like the fact that you could use a special object on every shot. Fortunately, unless you're planning on taking Caveman Curling to the far extreme of tournament play (you'd probably have to run the tournament, too), there is nothing forcing you to play this way. We thought of variants that you could try that let you include the special objects to the level that you prefer - you can try playing without them, playing with them but only allowing each to be used once per game (instead of per round), you can cut the number of them in half (one of each object instead of two), or you can use them as the game designer suggests. Whatever you choose, it is nice that you have them available as an option - it might even be good to use them as a handicap to balance out the gameplay between experienced and novice players.

Finally, I thought that the board art was both amusing and very functional. As an example of amusing, if you look closely, you can even see that the credits are "written in the snow."  When it comes to functional, the circles in the middle of the cave really help distinguish which rock is closer to the center, to where I have never needed to pull out a ruler to measure who is winning.

Now, with this said, there were a few "less than good" things that I will mention about Caveman Curling. The first is that because of the weight of the "rocks" it is a bit too easy to slam all of the rocks. Specifically, if one team has done very well and has three rocks clumped together in the center of the cave, the other team will (if they are good at shooting their rocks - but then again, why are they losing like this if they are good at shooting?) quite possibly be able to shoot a single rock and knock out all of his opponent's rocks. This wouldn't happen in actual curling or bocce ball (the other games that score like Caveman Curling) due to the weight of the objects being moved, but I don't think this was avoidable in this kind of tabletop dexterity game with very lightweight pieces. And, I wouldn't want to change the game to where you can't dispel your opponent's pieces.  After all, part of the fun of the game is to try to knock your opponent's pieces out of the way. Maybe if the board were a bit longer.... which leads to...

Amusing board art
The next thing that I will mention is more of a missed opportunity than an actual con. I felt like it would have been pretty sweet to have a variety of gameboards so that you could mix up the size of your game. If you're playing with inexperienced players, you could use a shorter board - if you're playing with better players, you could force them to shoot it further. This would also add more importance to the special objects, and would keep the pieces from clumping together as much (on the bigger boards), thus addressing the previous con. (Well, we have a plotter at my office, so I may be able to resolve this issue on my own - at least for my copy!  Now, I'll just have to find a table big enough to play the "slightly modified" version.)

The final "less than good" thing is the only one that is truly a con. I was disappointed with the actual components of the game - specifically the gameboard. The gameboard is a piece of paper. It is a nice piece of paper (the lint textured kind - sort of like paper money), but it is still a piece of paper. When I received the game, I was expecting it to be a mousepad-type of playing surface. My wife was incredibly frustrated that it wasn't at least laminated. She likes to point out PitchCar and the fact that it's game pieces will last a long, long time because of the quality of the wooden board. However, with Caveman Curling, I am concerned that my copy will wear out a bit too quickly.

Overall, I give Caveman Curling an 8.0/10. This number was a bit hard for me to decide on, so I'll share how I came up with it. I like Caveman Curling better than Fastrack (which received an 8.0), but less than PitchCar (which received a 9.0). This pretty easily makes it an 8.5, right? Well, I have a personal rule (previously unpublished - you're now in the secret club!) that 8.0 or higher means "I wouldn't have been disappointed if I had bought this." This is where the scoring got tricky. Caveman Curling lists around $50. Because of the paper board, I really can't see myself having spent $50 and opening up the game to see the paper board and not being disappointed (before I even played the game). Well, this means it should be a 7.5, right? So, eventually, I decided to give it an 8.0 thinking that if I had backed it when it was on Kickstarter, I would have spent $39 to get a copy with shipping included. Since this was a review copy, I can't tell for sure, but I don't think that I would've been disappointed at that point. Either way, I do actually enjoy Caveman Curling and recommend that dexterity game lovers should look to try it - I just think that there's not that much in the box for $50. (But this can lead into a much longer discussion of whether or not you should be paying for the components and pieces in a game or the idea of a game when buying it - but that would be an incredibly long post, so we won't get into that now.)

If you're interested in other games that were funded through Kickstarter, you might want to check out Orbit Rocket Race 5000, Alien Frontiers, and Eminent Domain.

I would like to thank Eagle/Gryphon Games for providing me with a review copy of Caveman Curling.

Final note: Currently I believe the only way of preordering Caveman Curling is through Eagle Games' website here.

Mob Ties Review


One of the more recent games to be published through Kickstarter is Mob Ties.

In Mob Ties, each player takes on the role of a rival mob family that is trying to take control of the city. To do this, you need influence. And, of course, your goal is to have the most money. But you must be careful of the Feds - they'll try to crack down on your empire if you're not careful. Of course, if there's a member of some other family present when the feds crack down... well, I guess the Feds aren't all bad. During each game round you will first decide on who is the Don for the round - based on who is able to garner the most influence in the Don's Mansion (the Don gets extra cards and is able to serve as the tiebreaker for all other showdowns). Next, you go around each of the other locations and determine who has the most influence - and those players collect money. During this phase, you can also buy new cards (for killing your enemies). Next, each player must move one of his mobsters to a new location. After this, the Feds show up; you flip a number of "Fed" cards based on the current "Heat Level" (this goes up as more mobsters are killed or thrown in jail). If there are more than four Fed markers at a location, then the Feds will arrest somebody (the person with the most influence gets to choose which Family loses a mobster) unless Weapon cards are played (which reduce the number of Feds). Finally, we get to the "Action" phase (that's a polite way of saying the "Kill all of your Rivals" phase). During the Action phase, different cards can be played - but mostly you Attack your enemies... or try to convince the other players to attack each other (possibly by greasing the wheels with a few thousand dollars). Finally, you can bail your mobsters out of jail (if you have the money for it), and then you check to see if the Heat Level is raised. Once the Heat Level is raised three times, the game is over, and whoever has the most money (living mobsters that aren't in jail count towards this) is the winner.

The first thing that you need to realize about Mob Ties is that it is a game of "negotiation" (bribery, extortion, threats, black mail, etc). You are trying to win the game, but you won't do very well if you don't play well with (manipulate) the other players. Sometimes you will need the Don's influence, sometimes you'll be bribing other players to exact revenge for you when you lose a mobster. Sometimes you'll be bribing other players not to attack your mobster. If you enjoy negotiation and social interaction driving a game, then you'll really enjoy this part of Mob Ties. If you play with a group that doesn't enjoy social aspects of games (the kind of people that don't bother making treaties when playing games of Risk (2210)), then your experience with Mob Ties might not be a positive one.  With this negotiation, you also have the option of playing with "Honor Among Thieves" (where you must actually hold up your end of the bargain) or "All Bets Are Off" (where people will regularly stab you in the back after you make a deal).

Mob Doctor's can save a life
Secondly, you need to realize that Mob Ties is not intended for a younger (or easily offended) audience. I have not noticed any profanity in the game, but all of the artwork is intentionally dark and sinister (I showed the Mob Doctor card as an example - it is definitely not one of the worse cards). Plus, one of the locations is "Kitty's" (a strip club), and the artwork shows a woman's butt in a bikini-like outfit. There is nothing in this game that wouldn't be in a PG-13 movie, but if you're going into it looking for a more "family friendly" (hehe... get it?  I like puns, so, if you didn't laugh then you're only punishing yourself) mob game like Family Business or Famiglia, you will be in for quite a surprise!

With that said, my first pro for Mob Ties is the interaction. I like the negotiation aspect of the game, and I especially like the role of the Don. Depending on who plays the Don, the game can work quite differently. A good Don will do everything that he can to be bribed as often as humanly possible. Each turn he draws two cards; one of them he gets to keep, and the other he has to give to another player. A savvy Don will ensure that he doesn't "give" the card to anybody, but makes sure that he gets his at least a few thousand dollars out of this card. I like that the game balances the Don by having it be a location like any of the others - but without a direct monetary aspect (yet with the potential of being either the most or the least valuable location on the board).

The next thing that I really like about Mob Ties is that it has a large amount of variants that you can play. In fact, there is an extra instruction manual included with the game just for these variants (and you also have pieces that are included in the game for them). Do you feel like players are getting eliminated too quickly? Then you can play with the mercenary variant that lets you buy extra mobsters. Do you think that the Feds aren't doing enough? You can start the game by drawing an extra Fed card. Do you really just want to play on everyone's paranoia? Then you can play with one of the player's Associates being an Undercover Fed (of course you don't know which one.... so I guess you need to "take care" of all of them).

The Capo - the king of your crime syndicate
One of the final things that I think is interesting about Mob Ties is that it is a very bloody game. Depending on how you and your friends play the game (and how many of you are playing), it is quite possible that five or more mobsters are killed in the first round. The game helps encourage this by having a "first blood" bonus of $25,000 to the first player that kills an enemy's mobster. Of course, once you kill a mobster, you've given that player a really strong reason for attacking you - revenge! So, from the very beginning, many players will be attacking each other. And then they'll realize that one of the players has been left out a bit too much - "What, you still have five mobsters? Hmm... here's an attack of 3. Oh, and here's a car bomb. While we're at it, let's go ahead and poison your spaghetti... Oh, was that your Capo?  How sad for you."

Having played the game and done very well, and having played it and done very poorly, the main con that I would list is that it is very hard to catch up to other players once you fall behind in the game. Once you lose a couple of mobsters, you will really struggle to do well. Even if playing the mercenary variant, with only three (or less) mobsters it will be hard to control a location. If you don't control any locations, then you don't make any money. If you don't make any money, then you can't buy those mercenaries (or more cards to defend yourself with). For that matter, with no money, you can't even bribe your opponents to fight each other - you have to just convince them with your smooth talking. And if that doesn't work, you just go around sad as you watch other people's crime empires blossom as yours crumbles around you.

Overall, I give Mob Ties an 8.5/10. I didn't see this one during it's Kickstarter campaign, but it is really one of the more pleasant surprises that I've had recently among games offered to me that I wasn't already familiar with. Obviously, if you don't like negotiation games or your friends would be offended by the seedy artwork, then this isn't for you. However, if that's not the case, I would definitely recommend checking it out.

If you like games with large amounts of social interaction, you might also check out The Resistance, Battlestar Galactica, and possibly even Ideology.

I would like to thank Hostage Entertainment for providing me with a review copy of Mob Ties.

Loch Ness Review


One of Rio Grande Games' latest offerings is Loch Ness.

In Loch Ness, each of the players takes on the role of a photographer trying to get a picture of the elusive Loch Ness monster. In order to do this, they must make sure that their best cameras are positioned in the place where Nessie will (hopefully) appear. Each turn, the players will get to select a bonus for the round - improving their camera's value, moving a bonus camera, hiring an extra camera, stuffing hotdogs in their pockets to try to convince Nessie to go just a bit further (ok, officially in the game you use "Bagpipes" for this, but you tell me - I think that Nessie would respond better to hot dogs) etc. Then the first three players will select a move card; the sum of these cards will determine how far Nessie will move along the board once all of the players are situated(. Once these are selected, each player will be forced to move one of his cameras (hoping to get that great photo!) and then will have the option of moving a second camera. Finally, the move cards are revealed, and Nessie moves along the inner gameboard based on what cards were revealed. Anyone that is directly in front of Nessie gets to collect a card (or two, depending on where she lands), and is attempting to get a collection of Nessie's head, body and tail. Finally, everyone with a camera in the area that Nessie appeared (regardless of if their camera was directly facing Nessie) scores points equal to their camera's value. Also, "little Nessie" moves along the score track a number of spaces equal to how far "big Nessie" moved. Once "little Nessie" moves 65 spaces, the game is over, players turn in their cards, and whoever has the most points wins. (And then has to find a writer that is willing to claim that the Loch Ness Monster is real - maybe the photos will help!)

"Big Nessie" and "Little Nessie"
My first pro for Loch Ness is that it is a game that can easily be played with children. This game is simple enough that I think kids could pretty easily understand the rules and the strategy. Yet, there is at least some strategy to it, so that they will do better if they plan ahead, instead of a game where they are simply trying to roll dice better than their opponents (here's looking at you Heroica and Sorry).

Secondly, I like that there is an element of bluffing involved in Loch Ness. Since nobody knows exactly how far Nessie will move, you must guess based on your opponents' actions. The first three players all know one piece of the puzzle - if I played a five, then I know that Nessie move at least seven spaces. Conversely, if I play a one, I know Nessie will not move more than eleven. What's more, if I perform the "Church" special action (this lets you look at one of the move cards), then I can even know two of the three pieces. However, I can never know exactly how far Nessie will move. Unfortunately, once I move one of my cameras, everyone else will know what I think Nessie is going to do, and (since I know more than they do in this hypothetical) they will probably try to position themselves accordingly. This leaves open the possibility of tricking your opponents - setting up a smaller camera where you know that Nessie won't go, hoping that your opponents will set their larger cameras near it, so that you can then place your larger camera in a better position.  Another way of bluffing is in picking numbers - if you get the impression that your opponents think you normally pick high numbers, to go low (or vice versa).  If you can do this successfully, you will often allow yourself to get situated well; assuming that you don't fall for your opponents doing the same thing.

Overall, my main con with Loch Ness is that there just isn't enough to draw me into the game, nor is there enough to make me want to keep coming back for more. The game works, and as I said before, I can see it being something fun to play with kids. However, I don't really see a strategy gaming group being eager to play it, and unfortunately, I don't even see it being used as a filler. I guess the main gist of this con is that I struggle to see who Loch Ness' target audience is. It claims to be for ages 8 and above, but I think that it would be best suited for about ages 6-12 (along with their parents). Now, to be fair, I think that it could be played easily enough with kids that were age 6 and above if their parents wanted to teach it to them (but then again, I could be horribly wrong - I don't have kids, and they really are an enigma to me).

Overall, I give Loch Ness a 7.0/10. I gave it a score this high because of it's ability to be played with kids as a game that can be used to start teaching them more advanced games (and I have convinced myself that this probably is the intention of the game). However, though there's nothing really wrong with this game, it isn't something that I really seem myself continuing to play. Whereas Rio Grande has made a ton of games that I really love (Puerto Rico, Power Grid, Ra, Princes of Florence, Dvonn, etc) this one didn't really click for me.

If you are looking for games to play with your kids, you might also consider Hey, That's My Fish!, Stomple, and Rory's Story Cubes.

I would like to thank Rio Grande Games for providing me with a review copy of Loch Ness.