Saturday 24 September 2016

BOARDGAME REVIEW: NAME OF ODIN (2016)

NSKN Games have released a game that seems to be in the latest in a spate of Odin games recently, In the Name of Odin. Funded off Kickstarter (as per most their other games), this game probably best exemplifies this studios strengths and weaknesses.

Name of Odin is primarily a euro-type, card-driven hand management game. You recruit Vikings and heroes, build a settlement and go on raids in order to get victory points. Everything is very abstract as you quest for points, but the theme really comes across from the artwork on the board and the cards looking suitably Viking-ish.

This game is a really pleasant game. There isn't really any player blocking or griefing other players as you instead focus on building your hand and settlement up to achieve points. As the cards are multi-use, you constantly have choices at to how play your turn. This leads to the game having a simplicity as you can plan your turns ahead but a depth as you have to constantly think how your hand can get you points this turn and set you up next turn (and whether you should sacrifice for this).

Unfortunately, the problems stem from what appear to be late design changes. The Viking minatures don't quite fit on the storage spaces (suggesting they might have been cubes at some stage). There is no player color marker on your player boards and no player aides (considering there are 9 different actions you can take, this is a critical oversight). And the end game can mean whoever takes the last raid ends of on negative points for lost raiders (suggesting points for leftover raiders was a late addition).

These are a real sham because the prototype copies reviewers had (i.e. Rahdo) had player aides and scoring tracks on the player boards (so you know who you are). I really like this game and the options it represents. It makes me think (like their other games) if a professional developer could've made this game great (more playtesting after the final changes to pick up these issues). As it stands, it is merely a very good game that perhaps highlights the dangers of Kickstarters for talented but smaller companies.

3.5 out of 5 Raiding Waffles.

Saturday 3 September 2016

BOARD GAME REVIEW: SCYTHE (2016)

Scythe is one of the big releases of 2016 and much anticipated. Set in a mech-filled world, each faction on the map is trying to take over by earning the most points (of course) by completing a bunch of different tasks.

The key to Scythe is effectively setting up your engine and trying to hinder your opponent as much as possible. The main form of hindering involves combat and blocking. Each player has a faction (with differing actions) and a hero (with differing powers) and some nice, unique looking mechs (which start the same but can have different powers).

The end game is triggered by completing 6 objectives (winning a fight, getting all your workers out, a hidden objective). At the end of the game, a bunch of stuff is scored with differing points based on your popularity. It all feels very prescribed and the point of the game is efficiency (as most Euros are).

Scythe is a brilliant game. The upgrade system (you move a cube and voila, an action is cheaper and more effective),  the combat system (with combat being a resource), the prescribed starting positions with each faction mitigated by the way each faction can break the movement rules (submerging for that game winning play behind enemy lines) is great. Combat is not all-encompassing but it is there and is a good tool to get rid of expansionists.

It is not a perfect game. It isn't quite the sandbox. Also, some of the objectives feel very forced to shoehorn making certain options viable. Finally, sometimes the whole thing can feel a bit heartless (especially rushing towards an arbitrary objective to trigger the end game). But compared to the good and how fast playing it is, these are minor quibbles.


4.5 out of 5 Riverwalking Waffles