Posted by James (admin) on 7th February 2014
Artifact is a worker placement game with a difference as players place a common set of action markers which are limited in number and the cost of using them varies.
Players are archaeologists digging up artifacts, shipping them home and putting on exhibitions (after all, as Indy taught us, ‘they belong in a museum’). Players primarily score victory points (VPs) at game end by gaining museum exhibition tiles and having cash. The final round is triggered by one of 4 different events such as finishing the 8th round, when one deck of artifact cards runs out, etc.
During a round, players take turns performing either 1 or 2 actions. If a player passes, they can not perform any more normal actions that round (although they can perform a special action on their turn). All players start each round with 6 wooden action markers and there are 6 different types of these: ships, museums and 4 different colours of workers (one for each continent). The board has a track for each type of action marker and each space on these tracks shows a cost (going from from 5 down 1). Read the rest of this entry »
Tags: Artifact, Bernd Eisenstein, board game news, Board Games, board gaming, Essen, Jeffrey D Allers, Spiel 13, Spiel 2013, White Goblin Games
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Posted by James (admin) on 6th February 2014
After playing Euphoria as a 2-player game, I thought I would post some more detailed thoughts about it as there seems to be a fair amount of interest in how it plays with two. This is really a post for those whom know how Euphoria is played as it goes into detail about the rules and assumes knowledge of them. (To find out more about Euphoria, you can read my main review.)
PLAYING WITH 2 PLAYERS
When played with 2 players, Euphoria is played almost the same way as with more players with just 2 rules differences: First, there are only spaces for 2 stars in each territory. Second, it takes only 2 actions to build each market which means markets are built very quickly and we soon had all 6 complete. We both built markets that we knew our opponent could not assist in before they were completed. As a result, we were both soon playing with 3 restrictions each (although I paid one off later). I didn’t mind this at all as it made for some interesting choices and gave us both a different perspective of the board.
As with 5 players, I enjoyed playing Euphoria with 2 players – the theme works really well with the game mechanics and I like the constant decisions involved; however, I did find it gave a slightly different experience compared to when played with more players. The key reason for this is that some of the game mechanics feel a bit more subdued than when played with more players, such as the development of the allegiance and tunnel tracks which add an interesting element to the game. Also, with fewer players there is less chance of your workers being bounced back to you and less chance of higher totals when earning commodities. I’ll discuss these items in more detail below along with some suggestions as to how I think a few rules changes may address these. Read the rest of this entry »
Tags: Board Games, board gaming, Euphoria
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