Wednesday, December 18, 2019

Review: Grifters: Nexus


Grifters Nexus
Publisher: Indie Boards & Cards

Players: 2 – 4
Year: 2018
A copy of this game was distributed by the publisher in exchange for this review.

Recently I’ve reviewed Grifters here and I’ll briefly summarize a few aspects of that game in order to give the reader a general idea of the game. After that, I’ll continue with the difference between this game and Grifters.

In this game you’re also a crimelord and your task is to acquire as much points or coins as possible. This can be done by stealing them from the general pile, other players or by completing jobs. For these jobs to succeed a certain combination of skills is needed, such as a brain-person, a brawn-person or a speed-person. Instead of having a ‘wild’-card specialist, that could be any color, there are now jobs that can take any color when the game is over. The game ends when there are no new gangmembers to recruit, no new jobs to complete or no more money to steal.

Various specialists.
At the start of the game three specific gangleaders and three random cards are given. Cards still cycle through the ‘three nights’ system as before. This means that after you have played them, they can’t be used for three turns and then go back in your hand.

Now the main difference between this game and regular Grifters is in the set-up and the ‘Laundering’ mechanic. Laundering money doesn’t give you the coins, but instead just removes them from the game. In other words, the general pile is reduced by a small amount every time a card uses this ability. 
Various jobs, including wildcards.
Another new thing is the different set-up. The jobs are now stacked in the form of a pyramid, where jobs can only be completed if lower ranking jobs are already cleared. As in regular Grifters, at the end of the game, the more you have of a certain card type, the more bonus points you get. Also there are several ‘wild’ jobs, that can go into any category and are a lot more valuable. However, all the jobs now need a leader and the reward is always the same: only the action of the leader.

So after a few plays, and comparing it with regular Grifters, a few things stood out. First of all, the launder mechanic wasn’t hugely popular. Reducing the general pile is indeed a possibility, but since the money just disappears, it’s less attractive than stealing coins from another player or from the general pile. In that case you at least benefit from your action, in the other case you don’t.
               In regular Grifters people wanted to complete jobs as soon as possible, either for the reward or to use it at the end of the game for a bonus. In this game, people generally preferred to use their single specialists, as there was no benefit for sending a team out somewhere. Jobs became more of an afterthought, as you might want a specific job, for the end-game bonus, or because you had a certain combination, but another job was blocking it. You could send your good specialists on a certain task, but then they wouldn’t be available to use for a job, which could then be completed by another player.
               As a result, the flow of the game is different. Whereas in Grifters people were aggressive, pursuing the jobs, and actively trying to interfere with each other. Grifters: Nexus is more hesitant and jobs aren’t completed as often as they could be. Of course there are also flaws in Grifters, but they are negated or forgiven, as the game is light, easy and fun. In Grifters: Nexus, because of these changes, it feels as it overstays its welcome. It felt a bit as if an annoying acquaintance comes over for an afternoon and then suddenly decides to spend the night at your place.

Most outstanding feature?
The ‘three night’ cycle system, where cards return to your hand after three turns. Also, the artwork is stunning, just like in the other game.

To compare the two games: I’d recommend Grifters over Grifters: Nexus. It’s easier and a lot more fun. However, if you’re looking for more of a challenge or think Grifters was too simple, then try Grifters Nexus.  





Tuesday, December 10, 2019

Review: Grifters

Grifters
Publisher: Indie Boards & Cards
Players: 2 – 4
Year: 2015
A copy of this game was distributed by the publisher for this review.

As the Dystopian Universe expands, different groups emerge. There are people that wish to overthrow the oppressing government, others might want to keep the system as it is, and now a third group emerges that’s indifferent to who’s in charge, as long as they got the most money. In this game you play as one of the latter and your job is to have the most money/points by the end of the game.
A selection of characters, with a speed, a brain and a brawn card.
You’re a crime lord and in this game you collect currency, labelled 1M ISK, as we’ve seen in other games by the same publisher. You do this by stealing from the coffers (the general pile) or stealing from other players or by completing various jobs. To do these jobs you need thugs or other henchmen to do your work. These are available in three groups: brain, brawn and speed. In general, brain allow you to recruit additional gang members, brawn allow you to steal from other players, while speed steals from the coffers. To complete a job a certain combination of cards needs to be played. This can be three brain cards and a speed card, or more, in the case of higher ranking jobs. If the henchmen are sent out on a job, their ability is not used, but instead the reward from the job is given. The game ends when there are no new gang members to recruit, no new jobs to complete or no more money to steal. Every 1M ISK you have is worth one point and additional points can be gained if several jobs of the same type have been completed. In my experience the jobs run out, before another of the endgame condition triggers.

The player board and a few 1M tokens on it.
The starting hand consists of three gang members, one of each color, and three random cards. There are certain cards that are highly situational, while others are always useful. To complete a job, a team is created, based upon the requirements of the task at hand. If these are met, the job is completed. Of course, it’s also possible to play a single criminal, which can do various things. Once a card is played, it’s inaccessible for three turns (or ‘nights’ as the game calls it). After it, the cards end up in your hand again. This is interesting, as it gives you a lot of information. You know where your people are and you also know where the opponent’s cards are. As such there’s a lot of information going around.

The game manages to hit a sweetspot across various gamer groups. It appeals to those that are interested in games, but don’t play a lot. People that are dedicated gamers will also like it. There are various winning conditions and based upon the group, you can decide to play for one or the other. It’s really well-done. You can teach it quite fast and after showing one full cycle once, most people will get the idea of the game. It’s great as introduction game or as something to bring along on game-night. 

A downside is that it can be a bit shallow after repeated plays. However, that’s part of the game. To make it more complex, would’ve meant that it would put off more casual gamers, family members, or people that aren't really into board/card games. It also isn’t a huge loss, as more casual gamers are usually fine with doing something else after two or three plays.

Most outstanding feature?
There are several close contenders. The interesting deck-cycling mechanic, the artwork and the fact that it seems to fit with a lot of groups. I’d choose the latter as this game can be played with a diverse crowd and all will enjoy it. Another nice touch is that the game-length seems to be perfect, at around 30 minutes it neither overstays is welcome or is it too short to be shallow. Do you wish to end the game as fast as possible? Go for the jobs. Do you want to reap as many profits as possible, keep stealing from your opponents.

Overall, there are great mechanics in the game, it's light, easy and a lot of fun! It's great for social gatherings or similar events. As the length of the game can easily be tweaked, it never overstays it's welcome.

Tuesday, December 3, 2019

Review: Avalon


The Resistance: Avalon
Players: 5-10
Year: 2012
Publisher: Indie Boards & Cards

A copy of this game was distributed by the publisher for the purpose of this review. Another note: From here on Avalon will refer to The Resistance: Avalon, while the Resistance will refer to board game The Resistance, which has been reviewed on this blog before. I must also admit, that I’m slightly in favor of the Resistance over Avalon.


Generic roles
Many reviewers have written about both the Resistance and about Avalon. Avalon is a stand-alone game from the same company, which features aspects of the Resistance and adds an Arthurian theme to it. Instead of fighting against an oppressive government, the players are knights in service of Good (Arthur) or Evil (Mordred). The idea is the same, that through 5 quests, one side overcomes the other.
For these quests teams are selected and there’s a vote to approve or reject the team. If the team is approved, it’s sent out to fulfill the quest, where the participants can play for the success or failure of the quest.  As soon as one side wins the majority of the quests, the game is over.

What’s nice about this box, is that it features everything in order to play the basic game of Resistance, as well as several extra’s. Included is for example a few roles, such as Merlin or Morgana, who have certain knowledge that others don’t have. Another example is the Lady of the Lake, which allows a player to determine the loyalty of other players.
Special roles
Difference between Resistance (2nd) and Avalon.
The main difference is of course that a few roles have been added already. As such Avalon is a stand-alone game, which also has a few additional elements to enrich your experience. While the Resistance has several dedicated expansions with unique elements, Avalon can stand firm on it’s own, providing both the base game of the Resistance as well as parts of the expansions. It also provides a cheaper alternative to players that want the Resistance and a few extra’s, but without the additional costs of the expansions.
A slight downside is that the new roles are nearly all catered around ‘Merlin’, who knows who all the evil players are. However, he also comes with the ‘victory’-condition that not only does his side need to win, but also do the Evil players need to guess wrong. If the Good side won, but the Evil side guess correct who’s Merlin, the Evil side still wins. Therefore if people wish to incorporate roles, they need to start with Merlin and go from there.
Storytelling is also different in Avalon. While in the Resistance, a lot of things are unnamed and open for interpretation according to different settings and themes, this is slightly more difficult in Avalon in my personal experience. There’s only a setting, while with the Resistance it was easier to change it. Usually we come up with our own missions and narrate them accordingly. This is works a little bit different in Avalon, which doesn't have to be a bad thing.  

Most outstanding feature?
The most outstanding feature in this game is the blending of the theme with the artwork. Everything fits together nicely and the cards look gorgeous. I would highly recommend it.

Post-game reflection
I remember at the beginning that I was strongly in favor of the Resistance versus Avalon. Now that I've played it a few times, I must admit I've mellowed my opinion. The gameplay is largely similar and the difference is largely in theme only. Although I'm still slightly in favor of the Resistance due to personal experiences, both games are great. 

In short: The biggest difference is in theme, between a sci-fi setting or a medieval/fantasy setting. The Resistance has a lot of room for potential expansions, which add different things to the game at a price. However, if you only want the base game and a few extra’s this stand-alone is perfect! Public opinion is also in favor of Avalon and it certainly is a worthy addition to every collection.