Unboxings and Reviews

Welcome to my Unboxings and Reviews Page. Here you will find the latest unboxings of games that make it into my collection from time to time. The latest entry will always be at the very top. Enjoy!!



July 6th 2024 Wingspan: Where Birdwatching Meets Ingenious Gameplay

I believe that, had we recently discussed my hobbies, I would have undoubtedly mentioned Wingspan as one of my favourite games. Despite this, I have not yet written a comprehensive review of the game, nor the factors that led to its creation and its exceptional design and aesthetics. While I may be somewhat biased given my appreciation of the game itself, I invite you to follow me as I go through the background history, development, and game mechanics that have solidified Wingspan's status as a modern board game classic.


In my opinion for a modern board game to have far-reaching appeal, it needs to have great table presence as well as a simple set of rules that can be easily taught to beginners. In this sense, while I am no stranger to more complex game offerings, I fully understand the appeal of games that have a reduced, more streamlined, turn structure but that, at the same time, can still offer sufficient strategic depth to make each play memorable. 

Before diving into the mechanisms that make part of this game, I would like to spend a word or two on the designer, the brains behind it. 

Elizabeth Hargrave, the designer of Wingspan, has an intriguing background which directly influenced the creation of this iconic board game. Elizabeth is an American game designer who drew inspiration from her love for nature and bird watching to create Wingspan. A health policy consultant by trade, she put her analytical skills to good use in crafting the game's mechanics and gameplay. She did a lot of detailed research, including pooling data from the Cornell Lab of Ornithology and the National Audubon Society, to ensure the accuracy and thematic depth of all the information you find in Wingspan.

Hargrave loves birds! Over the years she has studied bird behaviours and characteristics and made sure that they were accurately represented in the game. By introducing themes centred around nature and birds, she challenged traditional gaming norms and created a game that appeals to a wide audience, including women, families, and nature buffs.

On a more practical level, Elisabeth Hargrave put in a lot of work in designing and preparing the game for the market. Not a stranger to running focus groups, she used her experiences to interpret player feedback to make sure that the game’s proposed mechanism and player counts worked well together. This led to a progressive refinement of the game before launch.

It is quite apparent when you play Wingspan that Elisabeth wanted her game to appeal to both the consummate gamers as well as the casual players. Her self-imposed goal was to find that sweet spot between rule complexity and accessibility for those new to the hobby. 

While not strictly cooperative in nature, Wingspan does encourage a certain level of collaboration when compared to other competitive board games. As a consummate Wingspan player myself I see this, there is a kind of veil pulled up in front of the player which creates a soft boundary between what you attempt to achieve and what others are doing on their turn. The feeling is that there isn’t a direct correlation between what I do on my turn and what others can or cannot do on theirs. There is no true “take that '' mindset going on, no crippling manoeuvre that somehow impedes everyone from pursuing their goals. 

I think that it all boils down to the slew of options available to you on your turn. I cannot possibly go over the whole ruleset here, but I recommend you have a look at the “Watch it played” review prepared by Rodney Smith as this will help you better understand what I am going to say next.

In Wingspan you have your own player board. There is a shared scoring board that keeps track of points in between rounds but most of the time you play exclusively on your own board. There are essentially two gaming areas where the players make contact though. The first is the “bird feeder”, here players will select food sources represented by the rolled dice to stockpile the right food types for the birds they want to play on their personal board or tableau. Then there’s the bird tray, which is a common, card-drafting market, from which players choose the birds they would like to subsequently play to their tableau. That’s it, other than that, any interactions occurring between players during the game are mostly the result of activating abilities linked to cards formerly played to specific biomes on your player board.



The player board is a visually stunning component, featuring three distinct biomes, namely Forestland, Prairie, and Wetland, arranged in a vertical sequence from top to bottom. Each biome is directly correlated to specific actions that players can execute, which are, in order, gathering food, laying eggs, and drafting new bird cards. Furthermore, each biome is composed of five progressively enhanced action slots, with the leftmost exposed action being the one currently in effect. As players place birds in a biome, they will cover the leftmost exposed action slot, thereby activating the next available action slot to the right.

The bird cards, which are a crucial component of the game, offer players a range of strategic options. Ideally, players would select birds based on the objectives for the current round and their personal objectives. However, even if this is not feasible, players can still earn points by creating synergies that trigger specific effects. These synergies can occur when a player takes a biome action, at the end of a round, between rounds, or when they execute specific actions. The creation of these synergies is a key mechanism for accumulating points, ultimately contributing to a player's chances of winning the game.


Over and above all this, there are other card actions like tucking birds behind a played bird, laying eggs, or placing food on specific bird cards which will also result in more points at the end of the game. 
In essence, the game's mechanisms present players with several key strategic decisions that can significantly enhance their winning prospects. While an element of chance remains, it is not overly detrimental, and a well-crafted strategy will generally yield success usually.

Now let us have a look at some strategy recommendations I have gleaned through my experience with the game as well as through reviews of various internet sites which discuss this topic. 

First, as a player, you need to focus on optimising your scoring efficiency. You should be playing birds to your board that maximise your points per action taken. High-scoring bird cards help, especially those with modest food resource requirements which make them cheaper to play to your tableau. If then you can grab a few birds with bonus scoring opportunities like laying eggs on the turn they are activated…even better!

Tucking bird cards can be a strategic means of converting unused birds in your hand into points, thereby maximising your scoring potential. It is advisable to prioritise birds that facilitate this action. Additionally, actions that enable the storage of food or the laying of eggs on specific bird cards can also contribute significantly to your overall point score.

At the start of a game, players choose a bonus card offering additional points if specific objectives are met. It is generally more beneficial to acquire additional bonus cards later, leveraging existing synergies. The initial bonus card may not always align with one's strategy and should be avoided if it compromises overall point accumulation.

Upon starting the third round of play, it becomes important to shift focus from acquiring additional birds to maximising the number of birds tucked, eggs laid, or food placed on existing birds. This strategic move, combined with the points generated through action activation, can provide the necessary points to secure a first-place finish. However, if a bird you may be considering for release during the third round carries significant points or triggers synergies or end-of-round actions that significantly impact the final score, it may be beneficial to play that bird to the tableau.


As a board game title which is doing very well commercially and sought out by people wishing to share the joys of board gaming the world over, Wingspan can still be considered an open project. This does not mean that the core rules need any more tweaking, just that the designer has some more tricks up her sleeve in the form of expansions. To date, Wingspan has enjoyed three expansions each covering a specific region of the globe. The first expansion was the modest “Wingspan Europe”.


The European expansion did not add any significant rule changes although it did introduce several Bird cards which did not have any associated actions and some additional bonus cards aimed at bolstering this new cohort of cards.  The next expansion however was more interesting and featured birds from Oceania. 

In essence, here we have birds from countries like Australia, Fiji, Micronesia, New Zealand, Papua New Guinea, Samoa and others. The selection of birds which grace this expansion are particularly beautiful and colourful but what makes this expansion unique is the introduction of a new food source called Nectar. 


Nectar fundamentally alters gameplay, with its effects permeating the game once included. The expansion introduces new player boards and modified actions to incorporate this novel food source. Nectar functions as a wild-type, akin to a Joker among food types, granting players the choice to utilise it for points accrued on the Nectar track. Correspondingly, the Bird feeder dice have been redesigned to feature this distinctive food type. The Oceania expansion, being the first significant game-changing addition, has been enthusiastically welcomed by devoted fans eager for fresh content.


Wingspan Asia is the third and most recent expansion in the Wingspan series. Despite being anticipated for some time, this expansion's unique features caught me off guard. Notably, it is the first in the series to offer a standalone two-player experience, dubbed the "duet," which can be played without the base game. This expansion introduces a diverse array of birds from China and Japan, along with specific mechanisms that are optimised for the duet format. While it is still possible to integrate Asia into the base game for a traditional Wingspan experience, the duet features are exclusive to this expansion.

If that were all you would have had to say about Wingspan Asia, it would be fine, but this expansion takes it one further. Through a nifty simultaneous play mechanism, Asia allows up to 7 players to join in the fun through a mode called “Flock mode”. The clever mechanism achieves this through simultaneous play where two players take their respective turns together.  


Based on information gleaned from the internet there are at least another two expansions planned for this wonderful game. Yet, as of today I have found no indications as to the region that would be addressed in the next expansion. What is known for sure is that Elizabeth Hargrave has begun designing the fourth expansion, which is expected to be released next year in 2025. There is no specific information yet on the featured birds or mechanics though by some counts some are hinting that it could be the African continent. 

As a side note, Stonemaier Games, the publisher of the Wingspan series, has attempted to take the Wingspan gaming engine in a new direction with the release of Wyrmspan. The game departs from the bird theme of the original and introduces a fantasy world populated by dragons, dragon hatchlings, and guilds. In my opinion, the purpose behind this game was to keep Wingspan fans engaged while the original designer finalises the fourth expansion. Personally, I could not justify purchasing a copy, but the game has received positive reviews and sold approximately 16,000 copies directly to customers within the first 24 hours of going on sale. Stonemaier Games reports that 75,000 copies were subsequently shipped to distributors worldwide, although further sales data is unavailable. While Stonemaier Games has invested heavily in the production values of this game, enhancing the gaming experience for players, it remains to be seen whether this variation will achieve the same level of popularity as the original Wingspan.

Since the release of Wingspan, numerous game designers have endeavoured to replicate its unique essence and appeal. In many ways, this game has set a new standard for the industry, particularly with regards to both the artwork and the meticulous research that goes into crafting such games. While Meadow, published by Rebel Studio, is the closest competitor to Wingspan, it is a distinct game. Rebel Studio's artwork is particularly noteworthy, and the inclusion of an in-box Almanac that lists the Latin names and key information for each creature depicted on the cards further enhances the game's overall quality.


What is truly remarkable about Wingspan is that its designer has created a game that not only stands out for its distinctiveness and memorability but also has a profound impact on the industry, inspiring other game designers. While it is true that innovative games like Wingspan are essential for maintaining the relevance of the hobby, it is also possible that the elevated quality standards it has set may deter new entrants from introducing their own creations.

Whether this level of competition is desirable or healthy in the long term, or whether it will contribute towards the sustainability of the industry in the long term, remains to be seen. 

Approximately 5,000 new games are introduced to the market each year. Given this abundance of offerings, making even a modest impact can be a daunting challenge for game designers. They strive to develop innovative ideas, and when successful, we witness the emergence of true gaming gems. Wingspan is one such gem, gradually becoming synonymous with the new wave of modern gateway games that, despite their accessibility, possess sufficient strategic depth to captivate seasoned gamers.
It is undoubted that Wingspan has revolutionised the gaming industry with its unique blend of strategic gameplay and beautiful, hand-painted illustrations. The game's success has not only led to increased popularity but also a shift in the way in which games are designed and marketed. Wingspan's innovative approach to engine-building and cooperative gameplay has inspired a new generation of game designers to create more diverse and engaging experiences.
 






May 17th 2024 Explorers of the North Sea: Unboxing a New Voyage to the North Sea




Shem Philips, designer of the acclaimed North Sea trilogy, delivers another exciting adventure with Explorers of the North Sea. Having previously set sail with Raiders of the North Sea, I eagerly cracked open the box to discover a distinct experience within the familiar thematic universe.

The box itself is sturdy and beautifully illustrated, echoing the artwork found in Raiders. This continuity fosters a sense of a shared world, while the distinct colour palette of Explorers hints at the unique challenges that await players.

When you open the box, you are met with a well-organised, yet simple, insert that neatly houses the game's components. A rulebook sits prominently on the top, promising a detailed explanation of the mechanics that set Explorers apart from its siblings. While Raiders is heavily focused on worker placement and action selection, Explorers introduces a pickup and delivery mechanism. Players will take on the role of Viking captains, strategically manoeuvring their longships across a modular board to collect resources and gathering victory points in the process.


This core mechanic is further enriched by additional elements. Tile placement allows players to shape the ever-evolving landscape, while resource collection adds another layer of strategic depth. The looming threat of seabound enemy raiders adds a touch of tension, forcing players to adapt their plans on the fly.

As the game progresses, players utilise Viking longships to take their crew to new islands to capture livestock and construct outposts if possible while also fulfilling various other goals.
Each player starts off with seven Viking warriors and a Longboat on a shared, central Island. From there, on their turn, players will place tiles and venture out to discover new lands and resources.

The game ends immediately after the turn where the player holding the special Winter Token has no more tiles to play. At this point scores will be tallied for: -
  1. Delivered Livestock
  2. Constructed Outposts
  3. Destroyed Enemy Ships
  4. Raided Settlements
  5. Viking Deaths
  6. Controlled Islands
  7. Captain Cards

As with all Euro-style games, the player with the highest total is declared the winner.
This is not a combat game, though there are some combat elements. It does however strongly focus on actions associated with discovery, trade, and commerce.


Ultimately, Explorers of the North Sea offers an intriguing insight into Viking lore and could prove the be an ideal platform for further discovery and reading into the history, mythology, and lore of those hardy people.

Explorers of the North Sea, though clearly part of a beloved trilogy, emerges as a unique and engaging game. The promise of strategic depth within a thematically rich world piques my curiosity. I am also sure that this one will go down well with players who like the work of Shem Philips.


Final Verdict:

  • Artwork: (Great, in line with the other two games in this trilogy)
  • Gameplay: (Strategic but not overly complex)
  • Replayability: (High)
  • Accessibility: (Fairly easy to Learn)
  • Overall: (Recommended)



20 Apr 2024  Battle Line: Medieval - Reworking of a classic Knizia game.  


I am looking at a roughly A5-sized box, mostly white, depicting a mounted knight in full armour. At the top, the title, “Battleline - Medieval”, is a game published by GMT Games. The card game mechanism inside is not new to me, for I have played the previous iteration of this game simply called “Battleline”. This 2019 version looks sharper and more polished. I carefully lift the lid, inside lays a mini world of sorts, dripping with cunning manoeuvres and fierce battles that will be decided one card at a time. Yet, before I can even think of drawing my first cards in an actual game, I unpack the components, exploring the history behind this engaging game, while mentally delving into the evolution of Battleline itself.

Just underneath the lid, I find a slim rulebook. Its brevity hints at the streamlined nature of the game. While the core mechanics remain unchanged including the ten “Tactics” cards introduced in the 2000 edition of the game, Battleline: Medieval does away with the flag markers and instead comes with 9 land types. For those who might have played “Schotten Totten” (more on that later) these land cards herald back to that original design choice. On these cards, I see forest lands, castles, and fortifications which players will contend for. On the reverse side each card then also comes with additional “effects”. Their addition is clearly meant to target game veterans who might want something more out of this new edition. Yet weirdly enough, the rules hold no mention of the land effects, it feels as though they were just left out for some reason. Still, I think it should not be difficult to incorporate them into regular play for a more advanced experience.



The artwork is gorgeous. Gone are the simple lines and quasi-minimalist art of the first Battleline. Instead, vibrant illustrations come at you, drawn by Roland MacDonald, depicting a rich tapestry of medieval military life. We see knights in gleaming armour, archers drawing their bows, and even cunning spies lurking in the shadows. These detailed illustrations not only enhance the thematic experience but also offer a subtle nod to the card's ranking. For example, a knight with a raised sword might represent a high-ranking unit, while a kneeling archer a lower rank. 

Handling the cards themselves, I note that they have a satisfying weight and a smooth texture. The card stock feels durable, yet we are not talking linen finish here. While it might make storage a bit problematic, I think I might sleeve these cards at some point. As I expected, the cards are divided into six suits each representing different troop types (Infantry, Cavalry, etc.), each card displays a number ranging from 1 to 10, indicating its strength. Rather than relying exclusively on colour for distinction, each suit is adorned with a different flag displaying a distinct pattern and colour scheme. Yet I must add here that the troop types are the same across the nine suits so you will always have the same mounted Knight called a “King’s Guard” on the 10-pip troop card.  I personally believe this to have been a good design choice given that players will need to learn to quickly identify both the troop and suit to play correctly.

The original Battleline, the underlying gaming engine that is, was designed by Dr Reiner Knizia, a prolific German game designer known for his elegant yet challenging creations. First released in 1999 under the name “Schotten Totten” (Scots vs. Teutons), the game quickly gained popularity for its simple rules and strategic depth. This early iteration presented a historical clash between the Scots and Teutonic Knights.

That original 1999 version adopted a more cartoony theme, using simple coloured suits each bearing pips from 1 to 9 and depicting comic-like characters. Players duelled on a neutral battlefield, focusing solely on the tactical element. This design choice, while functional, left some players yearning for a more immersive experience.





I would like to add here that Schotten Totten did not simply vanish from the scene. You can still buy It from Amazon as well as its successor Schotten Totten 2 which includes some tweaks over the original such as suits from 1 to 11 and 5 suits instead of 6. Most other game elements remain fairly the same.

In 2000, another iteration entered the fray: Battle Line: The Greek-Persian Wars. This version retained the core gameplay but introduced a historical theme focused on the ancient rivalry between these two empires. It also came with 6 suits distinguished one from the other by colour with pips ranging from 1 to 10 in each of the 6 suits. The artwork shifted to reflect this new theme, depicting hoplites, Persian archers, and other iconic units like elephant shock troops used by the armies of the era. This version also saw the introduction of the ten Tactics cards, adding a new layer of strategic intrigue for veterans of the game.

Battle Line: Medieval was released in 2019. This iteration addressed the thematic desire of fans, with vibrant artwork aimed at breathing new life into the game. The tactics in the game also received an expansion, with additional options included beyond the ten introduced in the Greek-Persian Wars version.

Yet the overall card design introduced with Medieval was not without its critics. Medieval introduced the idea of different flags to distinguish one suit from another. Admittedly, each flag is unique in terms of the pattern or overall shape which heralds back to the type of pennants used in medieval warfare to distinguish between the various ranks or troops on a battlefield. Yet the colour palette adopted was criticised as being too restrictive, for some veterans of the 2000 editions, who tended to visually rely on the colour as opposed to the symbology depicted on the flag, they found these colours to be too close to each other and outright confusing in some instances.




As a personal note, while I do concede that the colour palette chosen was a bit tight, perhaps lacking a better contrast between flags, I still managed to play several games without feeling that this distorted my enjoyment of the game or led me to make mistakes linked to this matter.

Battle Line: Medieval, and its predecessors, prove that classic game design can be revitalized with fresh thematic elements and strategic tweaks. The evolution of Battle Line, from its historical roots to its various thematic iterations, showcases Knizia's ability to adapt a core concept for different audiences. Easy to learn yet challenging to master.

Final Verdict:

  • Artwork: (Exceptional)
  • Gameplay: (Engaging and Strategic)
  • Replayability: (High)
  • Accessibility: (Easy to Learn, Challenging to Master)
  • Overall: (Highly Recommended)


16 Mar 2024  Battle Line - The Most Fun You'll Have with Just a Deck of Cards

I consider Battle Line a delightful and somewhat unique game, originally crafted by the esteemed modern board game designer, Prof. Reiner Knizia. The game boasts simplicity, with rules that can comfortably fit on two A4-sized sheets of paper. Setting up and explaining the game is easy.

Despite its minimal components, Battle Line manages to captivate players, through its simplicity and engaging gameplay. As a two-player game, I am particularly fond of its core mechanics in addition to being among my top five favourites.


The box comes with a deck of sixty Troop cards. This deck is divided into six colour suits numbered from one to ten. You also get ten tactics cards which add strategic depth to the game as well as nine pawns which are termed “flags” in the context of this game.

Set-up is quick, you shuffle the 60 troop cards, deal 7 to each player, and then place the rest on the left of the dealer. Next, you shuffle the 10 tactics cards and place them to the right-hand side of the dealer. In between you will place the nine flags in a neat row, spaced out sufficiently to allow cards to be played on either side of each flag without disrupting adjacent flags and their respective cards.



Once you have set things up properly, you’re ready to start playing.

In Battle line, your aim is to capture either three adjacent flags or else 5 flags from among the nine available. The first player to achieve this goal wins. You get there by playing cards on your side of the line of flags or “battle line”, one per turn, remembering to replenish the card just played from either the Troop deck or the Tactics deck. Now let’s have a look at the formations, or rather the groups of cards you want to put together to win flags and ultimately the game.

As you play, you'll create formations on your side of the battlefield, beneath the flags. These formations are made up of three cards each, and as the game unfolds, you'll build more and more, potentially filling all nine slots available. But what exactly do these formations look like?

Earlier, I mentioned the six colour suits, each containing ten cards. These cards are the building blocks for your formations, which are like poker hands in both structure and strength. To help you understand them better, here's a breakdown of the five possible formations, listed from strongest to weakest:


The “Wedge” formation is basically a “straight flush”. This is the strongest formation you can put together. So here you will group three cards, in a sequence and in one colour. Only a stronger Wedge can beat another Wedge. However, you can negate what could be a sure win for your opponent by playing specific tactic cards if you are lucky enough to draw them from the Tactics deck.

The “Phalanx” is the second strongest formation. It is what in poker is called “trips” or “three-of-a-kind”. So, in this instance, you will group three cards of equal pip value (e.g., 8-8-8).

One step down from the Phalanx is the “Battalion Order” or what is called a “flush” in poker. Three cards in one colour but not in sequence.

The last two formations are the weakest, the first is the “Skirmish Line” or what we would call a “straight” in poker. Three cards in sequence but they can be any colour. This isn’t a formation you should be relying on to win, though there are tactic cards out there that could help you win if your “Skirmish Line” is made up of all high cards like 8-9-10.

The final formation is no formation at all in my opinion, but it is given the name “Host”. Here, you would just dump three inconsequential cards together because you have no other options. You don’t normally expect to win a flag with a “Host”, but tactic cards could change that if you are lucky enough.


Formations stand at the core of Battle Line gameplay, but there is more to this game then just building formations, you also have access to 10 unique tactics cards. This small deck is a powerful aid when you are duelling for control over flags.

Thematically Battle Line harkens to the classical period of history proposing a fictitious confrontation between The Persians led by King Darius and the Macedonians led by the legendary Alexander the Great. The troop cards are full of references to troops employed by either of these factions and likewise, the tactics cards further reinforce this motif with two cards specifically mentioning Alexander and Darius as leaders of their respective factions.

The “Leader” cards are the wild cards of the tactics deck. You can play a leader to any formation you would be building on your side of the line, as a stand-in for a required card. Once played, however, the player needs to state exactly what the Leader will be representing and once played the card is locked in place till the game ends. Also, a player cannot play two leaders on his or her side of the battle line so if you are unlucky enough to draw both from the Tactics deck, you are essentially stuck with the second leader till the game ends.







The next two tactic cards I would like to bring to your attention are the “companion cavalry” and the “shield bearer” cards. The former is a “wild-8” which you can use as that pip value in any formation requiring this number. The “shield-bearer” on the other hand can be used as any card with a value of one, two or three. As is the case for the Leader cards, players need to state the card these tactic cards will stand in for and once set they are essentially locked in till the end of the game.

 The next few cards are all about messing about with your opponent’s formations, all are used once and then discarded. Let’s say your opponent has formed a challenging Wedge formation in his or her side of a given flag. You are forming a strong 8-9-10 skirmish line but there is no way you can beat his 5-6-7 all green! In comes the “Fog” card, when played to a specific flag, “Fog” disables all formations and forces players to rely solely on the total pip score instead. In this case you will see that a 5-6-7 Wedge will now fall victim to an 8-9-10 Skirmish line.

Another card which manipulates formations is the “Mud” tactic card. This card has the effect of making the Wedge and Phalanx formations harder to form by forcing players to play 4 cards on either side of the affected flag. I consider this card best played towards the end of the game. In such a circumstance a strong Skirmish Line or Host could effectively beat both Wedge or Phalanx formations

The “Scout” Card is more about giving your hand of cards a breather. Let’s say you are behind, and you are desperate to draw some good cards to catch up, this card can really help you here. On your turn you play the Scout card and then draw three cards from whichever deck (troop or tactic) you want. You then take two cards from your hand and place them face down on the appropriate deck. Basically, what this tactic card does is offer you a one-time “draw 3” action that could really sway the game in your favour. However, it also negates a play to any of the available slots. Having said that, if you play the Scout you will most likely have few or no solid plays to make anyway.

The” redeploy” tactic card is what I call the “second chance” card. Let’s say you play a card to a particular flag but then on a subsequent turn you realise that you could have used it elsewhere, “redeploy” comes in handy here. This card allows you to move a card from one of your formations and redeploy to another flag, so long as the card moved comes from a formation with at least one adjacent unclaimed flag.

The remaining tactic cards are more about guile and subterfuge. I like to consider them the villains of the tactics deck. The first card is aptly called “Deserter”, here a player chooses a troop or tactic card from the opponent’ side and forcibly discards the card on that player’s side but adjacent to the tactics deck. The rules say that this card needs to be set “apart” and not cover any other discards. A player might have a strong wedge which is yet to be declared the victor and this card could literally dismantle that effort. However, it is important to note that once a flag is claimed, this card cannot dismantle that completed formation. It only applies to incomplete formations or those which are yet to be declared the winner.

The final villainous card is the aptly called “Traitor”. Here a player can choose a card from the opponent’s side and bring it open to a vacant location on his side of the board. The same conditions here apply as for the “Deserter” card mentioned above.

With that out of the way, I must say that this game is as rich as it is compact. Admittedly it would be so much better if it came with a pre-printed playmat to properly organise the cards on the table, as it can be tricky to organise the played cards once they start to increase during the game. Still, that aside, the game is a delight to play and even if you are vanquished by a combination of unlucky draws and witty opponent countermoves, you still get the itch to re-set the board and go for another round.

Make no mistake this is a tactical game, and it could take some learning and several plays before you start to play competently. I also managed to set up and play the game with my son Neil and I have to say, even for his first time, he was completely immersed! He stayed focused throughout, carefully planning his moves, and weighing his options.



The best part? He mentioned he would not mind playing again! I'm personally very proud of his effort, especially considering the tactical and strategic thinking involved in this game. Seeing him approach the game with such focus and interest gives me high hopes for his growth and development as he continues to learn and challenge himself.

There is also another more modern variation of this exceptional gamed called “Battle Line: Medieval”. It came out in 2017 and it embraces most of the core mechanics of its older sibling. It also has a few twists when it comes to card play and strategies. At the time of writing I have a copy which should be arriving shortly in the post so I have yet to try this variant, but I think that you would be able to apply most of what works in the original version.

Now I would like to offer a word of caution. While AliExpress might offer Battle Line at a tempting price compared to other retailers, you risk receiving a low-quality imitation that falls short of the genuine experience. I speak from personal experience.

The copy I received from AliExpress included all the components, but the card stock, although thick, lacks flexibility, making shuffling difficult. To minimize damage, I resorted to a simple "card wash" shuffle.

Additionally, the instructions and tactic card descriptions were solely in Chinese. This I must admit was an oversight on my part but fortunately, the troop names and titles are in English, allowing me to still be able to use the deck. With a quick online search, I found a reliable ruleset and descriptions for all ten tactic cards. This is a potential drawback to consider when buying on this platform.

So, is Battle Line the perfect card game for you? If you enjoy strategic thinking, quick rounds, and a healthy dose of bluffing, then absolutely!  The easy-to-learn rules and tense head-to-head battles make it a great choice for gamers of all experience levels. Whether you're looking for a quick game night filler or a strategic challenge, Battle Line delivers.


Final Verdict:

  • Artwork: (Good)
  • Gameplay: (Engaging and Strategic)
  • Replayability: (High)
  • Accessibility: (Easy to Learn, Challenging to Master)
  • Overall: (Highly Recommended)



02 Feb 2024  A Sly Trickster's Delight: A Review of "The Fox in the Forest"

For any two-player game enthusiast seeking a cunning challenge adorned with whimsical charm, look no further than "The Fox in the Forest." This delightful trick-taking card game offers an intimate yet strategic battle of wits, all wrapped up in some of the most captivating artwork I've encountered in a board game.

My personal "Fox in the Forest" journey began on the unexpected path of AliExpress. While I typically favour local game stores, the allure of this beautifully illustrated edition proved irresistible. And let me tell you, the wait was worth every penny. The cards, thick and sturdy, boast vibrant colours and whimsical character illustrations that truly bring the woodland theme to life. From the sly grin of the titular fox to the mischievous glint in the witch's eyes, every card is a visual treat that enhances the gameplay experience.

But "The Fox in the Forest" isn't just a pretty face. Beneath its charming exterior lies a deceptively deep and engaging trick-taking game. With only two players, the focus shifts from forming alliances to outsmarting your opponent. Each hand presents a unique puzzle, as you strategize which tricks to win and which to lose, utilizing special cards like the Fox and the Goose to manipulate the trump suit and gain an edge. The simple rules belie a surprising amount of depth, making each victory feel truly earned.

One of the game's strengths is its accessibility. The rules are straightforward and can be learned in minutes, making it perfect for both seasoned gamers and newcomers alike. Yet, despite its ease of entry, "The Fox in the Forest" offers a surprising amount of replayability. Each hand feels fresh and unpredictable, thanks to the ever-shifting trump suit and the strategic use of special cards.

Whether you're a seasoned trick-taking veteran or a curious newcomer seeking a charming two-player experience, "The Fox in the Forest" is a game that deserves a place on your shelf. Its exceptional artwork, engaging gameplay, and strategic depth make it a truly unique and rewarding experience. And if you're looking for a beautifully crafted edition that won't break the bank, don't be afraid to explore alternative avenues like AliExpress – you might just find yourself pleasantly surprised, just like I did!






Final Verdict:

  • Artwork: (Exceptional)
  • Gameplay: (Engaging and Strategic)
  • Replayability: (Average)
  • Accessibility: (Easy to Learn, Challenging to Master)
  • Overall: (Highly Recommended)



03 Dec 2023 - 3000 Scoundrels  

Imagine you're living in the Wild West, back when life was tough and the frontier was still untamed. Your town is a pretty quiet place, except for the occasional visit from some outlaws or cattle herders driving their cows to market. It's a hard life, working the land and trying to make ends meet.

One day, a stranger rides into town, carrying things you've never seen before. He's got gadgets that can send messages in seconds, and he can even light up a room with just a few wires and a glass bulb. You've seen telegraphs and heard about Edison's electric lights, but this guy's stuff is even crazier.

He claims to be from the future, which you don't believe at first. But the things he shows you are so amazing, that you can't help but wonder if he's telling the truth. These gadgets are way beyond anything you've ever seen or even imagined.

The stranger's inventions make you realize that the world is a lot bigger than you thought it was. There are possibilities out there that you never even dreamed of, and that's pretty exciting.

You hear from some townsfolk that the Marshals are heading our way, eyeing the stranger's gadgets. Some folks are already thinking about snatching up his contraptions before the Marshals get their hands on them. A treasure hunt is brewing, and you're caught in the middle of the frenzy. Selling these gadgets could fetch a pretty penny if you find the right buyer.

           

At the heart of 3000 Scoundrels (3KS), an action-selection/engine-building game by Unexpected Games, lies a captivating blend of intriguing gaming mechanisms, including a unique bluffing mechanic that sets it apart from other games. As players progress through the game, they strategically select actions by placing one of seven cards face-down next to the corresponding action space on the board. However, an element of deception enters the game as players can choose to bluff, claiming to have placed an Ace card on the Ace action space when it might actually be a deuce. Opponents can then decide whether to believe the bluff and place one of their henchmen on top of the card, potentially thwarting the bluffer's plans. The outcomes of these actions are revealed at the end of each "day," the game's term for rounds, adding an element of suspense and anticipation.

The game's namesake scoundrels, however, are the true stars of 3KS. Players carefully assemble their teams of these unique characters, each possessing distinct abilities that can turn the tide of the game. The process of acquiring and utilizing these scoundrels is what sets 3KS apart from other games, creating a dynamic and engaging experience..




The game's innovative approach to scoundrel creation further enhances its uniqueness. Instead of using traditional character cards, 3KS employs a combination of transparent plastic cards and regular cardboard cards. Each transparent card bears a partial character design and stats, while the regular card features another partial character design. By inserting the transparent card into a coloured sleeve and then placing the regular card behind it, players create a complete scoundrel. This ingenious mechanism allows for a staggering 3,000 possible scoundrel combinations, ensuring that no two games will ever be the same.




Bluffing is an integral part of 3KS's gameplay, and while it might seem unconventional, it's precisely this element that makes the game so captivating. The fusion of action selection with a Perudo-style (aka Dudo) bluffing challenge adds a delightful layer of quirkiness to the game's design. Personally, I couldn't have chosen a better title to add to my collection as the year draws to a close, with the new year just 28 days away.

The only real limitation I find with 3KS is its player count, which is capped at four. In my opinion, the turns are concise and quick enough to accommodate more players, perhaps five or six. Nevertheless, even as a four-player game, 3KS stands out as a gem among modern gaming titles.



Final Verdict:

  • Artwork: (Great)
  • Gameplay: (Bluffing is part of the game)
  • Replayability: (Depends on the crowd)
  • Accessibility: (Easy to Learn)
  • Overall: (A good game if you are fine with the "bluffing" aspect of the game)

01 Oct 2023 - Dragonrealm - A Game of Goblins and Gold

This little game was first launched in 2019 by Gamewright Games. it was presented as a sequel of sorts to the entertaining Dragonwood. As with Dragonwood, Dragonrealm is a family-friendly, set-collection and territory control game, where players explore magical locations earning gold for their efforts...but mind those pesky goblins ever ready to pop up and snatch your spoils from under your nose! This is indeed a simple and easy-flowing game with some delightful artwork and great production values. I got mine through AliExpress and I think that the game does live up to my expectations. Other than that this game comes with nifty flash cards so player can tell what they can or cannot do on their turn. The concise and well-illustrated rulebook is also equally honed towards quickly getting all players up to speed and ready to go. The game is for 2 to 4 players with an estimated play time of a measly 30 minutes. Make that 45 minutes if you have never played the game before. Also, the box says the game is good for Ages 10 and up but I figure with some help kids as young as 8 can have a blast playing this game. Recommended for any family/friend get-togethers.











Final Verdict:

  • Artwork: (Exceptional)
  • Gameplay: (simple and family-friendly)
  • Replayability: (Will have replay value in a family setting)
  • Accessibility: (Easy to Learn)
  • Overall: (Great game for a family board gaming night with older kids)

(c) 2024








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