Thursday, February 13, 2025

Heat: Pedal to the Metal - Burning Rubber and Breaking Boundaries in Board Gaming.

As I settled down to unbox this particular board game back in October 2024, I found myself thinking about what really attracted me to it. The funny part was that initially I had steered away (pun intended) on account that I was not sure a racing game would be to my liking. Quite frankly, given that it is mostly a card game about racing small cars around a cardboard track, I could not bring myself to justify buying it. That all changed when an opportunity arose to purchase a substantially discounted copy. 


Interestingly, in the world of modern board games, few themes capture the imagination quite like the idea of racing. I am talking here of a simulation, a race that comes alive on the ethereal canvas of the mind. There have been several board games packaged around this theme, I can think of at least two popular modern titles (Formula D, Flamme Rouge etc.) which I haven’t been able to source but which offer quite a cross-section of motifs centred around the concept of racing. So, what does “Heat” bring to this somewhat populous segment of board gaming, and what does it offer that can allow it to cross the finish line in first place?


When I first came across this board game package, I was struck by the box art featuring a sleek, retro-inspired design that harkens back to the golden age of racing. Once opened, the retro-stylings persisted on both the manual and the components. The game board (or boards in this instance since you get two double-sided ones) is the real focal point of this game. The double-sided boards feature four distinct racetracks with the beginner-friendly U.S. Circuit offering an approachable introduction to the game’s mechanisms. The artwork on these boards is highly thematic, with vibrant colours and minute details that bring the racing environment to life. 


While diminutive, the car miniatures are a highlight of the component line-up. Each of the six included cars represents a different racing team and come in all six of the player colours. Despite being indeed small, the level of detail on these tiny vehicles is commendable. These are not just generic meeples and they do add a little something when it comes to moving them around the board.


The various card decks included in the game are printed on high-quality cardstock that should stand up to repeated shuffling and play. This is particularly important given that the key mechanism in this game centres around the shuffling and recycling of the card decks. I might consider sleeves for them at some point, but it all depends on whether the game will get more play time. The Speed cards, which form the core of the game's movement mechanism, feature bold, easy-to-read numbers and subtle design elements that tie into the racing theme. Special ability cards for each team are equally well-designed, with clear iconography and text that explains each unique power.


The rulebook deserves special mention. Rules books can occasionally end up being a weak point in the overall game design, however the "Heat" rulebook turns out to be clear and well organised. It provides a logical flow to gameplay taking you through setup, basic rules, and more advanced concepts.   Numerous examples and sidebars provide additional clarity, and the use of colour-coding and icons makes it easy to reference specific rules during play. I particularly liked that the core rules are kept separate from the Championship and advanced rules.The inclusion of a separate, condensed "Quick Start Guide" allows players to jump into their first game with little delay and without having to, perhaps unintentionally, wade through additional rules that are not relevant during your first time playing.


Overall, the component quality of "Heat: Pedal to the Metal" is good, living up to the standards set by previous Days of Wonder releases. The attention to detail in both the functional and aesthetic aspects of the components enhance the immersion and enjoyment of the game.


At its heart, "Heat: Pedal to the Metal" is a racing game that simulates the strategic decisions and calculated risks that real-world drivers face on the track. The game's core mechanism revolves around the clever use of speed cards to control your car's movement. Let's break down the rules and walk through a typical turn to give you a clear picture of how the game unfolds.


Setup:

Before the race begins, players choose their teams and take the corresponding car miniature, player board, and special ability cards. The racetrack is selected and the cars are placed on the starting grid according to a random draw. Each player receives a starting hand of Speed cards, which will be their primary tool for navigating the track.


Turn Structure:


1. Gear Selection:

The race begins with all players simultaneously selecting which gear they will be playing on. Gears range from 1 to 4. Players can change up or down one gear without incurring any penalty but should they opt to shift two gears up or down they would need to pay one Heat card from their engine area to the discard pile. Once everyone selects a gear they next select from their hand a number of speed cards equal to their chosen gear value. Speed cards represent the number of spaces your car will move during the movement phase. Players can choose to play multiple cards, adding their values together for more speed. 


2. Movement Phase:

As noted above once all players have selected their speed cards, movement occurs in turn order. Players reveal their chosen Speed cards and move their cars accordingly. The straight sections of the track are simple - just move the number of spaces shown on your cards. However, corners present a significant challenge. Each corner has a speed limit, and if you enter or pass through a corner at a speed higher than the limit shown, you'll need to discard “Heat” cards or take stress tokens if you happen to not have enough of them. There again it’s not simply a matter of playing it safe, you will need to risk, to pay Heat if necessary if the situation warrants it. This creates a crucial risk-reward decision. You would need to decide on whether to push your car to its limits for a burst of speed, or play it safe to avoid paying in Heat. In truth the decision should be a foregone conclusion in that playing it safe all of the time  will not get you on the podium. 



3. Slipstreaming:

If when you happen to move your car you end up adjacent or behind another car, slipstreaming comes into play. If this happens, you can take advantage of their slipstream to move an additional two spaces forward. This mechanism adds a layer of tactical positioning to the game, as players jockey for advantageous positions.



4. Corner Resolution:

If your car ended its movement in a corner, you must resolve any excess speed you might have as you entered the corner segment. For each point of speed over the corner's limit, you must either discard a Heat card from your engine or take a stress token. Heat tokens are placed directly into your discard pile and will slow you down in future turns unless moved back into the engine area (by shifting down gears).


5. Cooldown and Draw:

At the end of the round, players can cool down their engines if they've accumulated too much heat. This is done by shifting down gears to either second or first gear. On second gear a player may remove one Heat card from those in hand into the engine area and on first gear he can move up to three Heat cards back from those in hand to the engine area. Finally, players draw back up to their hand limit, replenishing their options for the next round. As part of the  redraw action, players can get rid of any number of speed cards from their hand but they cannot use this discard action to get rid of stress or Heat cards. 


The game continues in this manner for a set number of laps, with the first player to cross the finish line after the final lap being declared the winner. 



Game Mechanisms:

As far as game mechanisms go, "Heat: Pedal to the Metal" incorporates several intriguing types that elevate it above a simple roll-and-move racing game:


1. Hand Management:

The Speed card system is the heart of the game. Players must carefully manage their hand of cards, balancing the need for speed with the risk of generating too much heat (transferred from the engine area to the discard pile) or being unprepared for upcoming corners. The decision of which cards to play, which to save, and when to cooldown creates meaningful choices throughout the race.



2. Heat Management:

The heat mechanism adds a fascinating push-your-luck element to the game. Generating heat by playing multiple cards during a given turn could give you a significant speed boost, but continuously loading your deck with Heat cards will make your draws difficult unless you address the accumulation of heat cards. Moving heat cards back into your engine area entails spending valuable turns cooling down at lower gears, potentially losing precious positions in the race.


3. Stress and Corners:

The interplay between corner speed limits and the stress mechanism creates tense moments as players decide whether to risk taking stress to maintain their speed or play it safe and potentially lose ground to their opponents. Stress cards accumulated during the race can be a significant hindrance, and could reduce or hinder your options on future turns.


4. Slipstreaming:

The slipstream rule encourages tactical positioning and can lead to dramatic swings in the race order. It is technically possible to benefit from opponents' slipstreams while denying them the same advantage to others. Personally however I do not as yet have sufficient experience with this mechanism to recommend a workable strategy. 


5. Special Boost cards and Weather Conditions:

The game includes optional boost and weather condition cards that can affect gameplay. Boost cards include speed top-ups you can use as you would other speed cards  but which add  extra actions to the mix. Weather conditions on the other hand, range from rain (which reduces corner speed limits) to tailwinds (which enhance slipstreaming), adding another layer of unpredictability and adaptation to the race.


As can be attested by the ruleset just described, I think Heat does a great job when it comes to establishing a credible simulation of what it would feel like to manage a vehicle on a speedway. This at least in the form of a mental visualisation of the processes. The genius of the designers lies in their ability to break the whole simulation into a series of manageable tasks that do not feel like a drag. Each action performed is tight, simultaneous play during the gear selection phase makes the turn proceed quicker. Negotiating the corners around the chosen track can also feel exciting, especially when you would be depending on a turn of a friendly card to avoid spinning out of control, losing precious positions.




Heat does award calculated risk taking, this is very apparent when you sit down to play. As stated elsewhere in this blog, you cannot play it safe and hope to win. You need to keep track of the cards you draw, the heat cards that go into your discard pile and the positions of your opponents around the track. Corners come up quickly from one turn to the next and managing them correctly and efficiently is a definite key to success. There is strategy here, yet not overbearingly so. This is a quick and fun game that can appeal to various types of players, from the more casual to the most sophisticated connoisseurs. 


It’s rare that you come across a game with such a far-reaching appeal when it comes to modern games and the tendency here is to quickly label them modern classics. Many so-called modern classics have come and gone in the proverbial blink of an eye, yet I don’t think Heat will be so easily set aside. Its simple rules and multilayered strategic appeal make it a board game you will not easily set aside once tried. 


Yet, in summary, would I recommend this game to a person who is on the market for a new board game? Well, I think I certainly would, confidently. This is a relatively easy to learn game with enough strategy to keep everyone happy while not overwhelming first-time or casual players. It offers a great overall experience and one which players may be willing to get into more than once. So yet, definitely one for any modern board gamer’s collection. 


You can get your copy of Heat from Amazon here


Saturday, January 11, 2025

Rolling Dice, Building Worlds: The Essence of Play

A while ago, back in 2006, I was on my honeymoon in London. It was a particularly chilly December if I recall correctly but that didn’t seem to bother either my newly wed wife or myself. We were staying at a particularly lovely hotel located on the same road as the British Museum, not that far off from Tottenham Court Road and Oxford Street. 


Now I have always been a history enthusiast for as long as I can remember and therefore a visit to the British Museum, barely a stone’s throw away from where we were staying was a foregone conclusion. I can still remember the initial sense of grandeur the very entrance to the museum left on me. This was a remnant of the British empire, grand neoclassical architecture, majestic and substantial. Yet in spite of all that architectural beauty, approaching the staircase that led to the main entrance also felt strangely underwhelming, low key as though nothing much really mattered any more.

We entered the main foyer and meandered towards one of the galleries within the museum. I vividly remember ascending the stairs to a larger hall dedicated to ancient pharaonic Egypt, which truly astonished me! The exhibits were captivating, resonating with the echoes of millennia that spoke to the immense power of Egypt during the Pharaohs' reign. Numerous


life-sized statues of the Goddess Sekhmet gazed down upon us from various corners of the expansive halls, while a colossal scarab statue commanded our attention as we passed by. However, it was the enormous bust and effigy of Ramses II that left me utterly speechless as I contemplated the might of a man who was once regarded as a living deity by his people. On that same floor, encased in glass, the priceless Rosetta Stone, in all its mysterious splendor, beckoned to me, and I must have spent a good ten minutes memorizing each wedge mark and glyph that helped unlock the secrets of Egyptian hieroglyphics.


It wasn't solely the Egyptian empire that was on display, there were also relics from ancient Babylon that served as a poignant reminder of the fleeting nature of human existence. A thought struck me then about the countless individuals who must have lived, loved, raised families, worked, argued, cried, laughed, and ultimately passed away, all within a world shaped by these same empires.

As I did back then in 2006, I find myself pondering what forms of entertainment those ancient peoples sought, what sports they might have engaged in, and what games they played. It is well-documented that board games have frequently been uncovered among the ruins of ancient civilisations. This suggests that board games are not merely a modern curiosity but rather a pastime that has been cherished by people throughout history. Whether one was an ancient Babylonian, Persian, Greek, Egyptian, or Roman, board games were an integral part of culture that consistently found ways to flourish in various forms.

For both board gaming enthusiasts and historians, the primary challenge lies in uncovering the rules that governed those ancient games. While some of the games themselves, crafted from materials such as wood, stone, glass, bone, metal, or clay, have endured through the ages, the rules are often reliant on oral traditions or on written records for their survival. Even in ancient Egypt, where writing flourished, references to gaming rules are scant if not non-existent.

Several factors could have contributed to this lacuna in historical records when one considers gaming rules. Firstly, papyrus and inks were regarded as valuable resources that were not squandered. Secondly, although papyrus is notably more durable than modern paper, it is still relatively perishable under adverse conditions. Unless the ancient peoples inscribed their rules on more resilient materials like stone or clay—and unless those records survived the ravages of time—retrieving those rules would be exceedingly unlikely. Then there is also the fact that game rules tend to change over long spans of time. These changes could be gradual or could be supplanted by a totally revamped set. This and the fact that popular games tend to travel via oral tradition following trade and migration routes could have contributed to a dearth in written records over time. 

For example, although several copies of a board game identified as Senet have been recovered and studied for nearly a century, we still do not know precisely what the pieces were intended to represent or what the symbols etched on the Senet boards signified during play. It is speculated that the game likely held some form of spiritual significance for its players, possibly relating to the afterlife or the Gods. However, this interpretation may have been applied retrospectively, rather than being the original meaning of the game.

To better grasp this concept, it’s important to understand that in ancient times expressions of randomness were often interpreted as a connection to the supernatural. In the throw of the dice or astragali (knuckle bones), those ancient players believed they were witnessing the will of their Gods influencing the outcome, serving as a means of communication between the divine and humanity.

Let me put this into perspective, each of those ancient civilisations had deities associated with luck or good fortune. The Greeks revered Plutus, the son of Demeter, the Goddess of Harvests, whose blessing was believed to ensure a bountiful harvest for those who sought his favour. Similarly, the Romans worshipped Fortuna, the Goddess of Luck and chance, calling upon her whenever luck played a role in their lives, such as when rolling dice during games.

The ancient Egyptians also had a deity of Fate known as Shai or Shait. This god (or goddess) was connected to what was decreed by the divine, influencing the lifespan of individuals and present at the judgement of souls in the afterlife. Additionally, there was a cobra goddess named Renenutet, believed to determine prosperity, and the Goddess Isis, associated with magic, who was invoked for good fortune and thought to have the power to alter human fate. So, it is not inconceivable, nor should it come as a surprise that ancient civilisation tended to link the divine with the intrinsic randomness of games and to read omens in the outcomes of a dice roll. 

As a side note, even modern man is not immune to the superstitions surrounding games that involve an element of luck. Habitual gamblers often blow on dice before rolling them or call out the numbers they wish to see, despite the fact that, unless cheating or loaded dice are involved, these actions have no bearing on the final outcome. In statistics and probability, we assert that dice or any other randomising device has no memory of previous results. This means that the odds of any particular outcome remain constant, regardless of what has occurred before.

Humans have an extraordinary ability for pattern recognition, which has been essential for our survival. We instinctively seek out patterns to predict outcomes. For early humans, this skill was vital. For instance, recognising fresh tracks of a predator signalled potential danger and prompted caution. Similarly, noticing specific cloud formations or a drop in temperature before rain allowed us to anticipate changes in the weather. Through these observations, we learned that identifying patterns in our environment could enhance our preparedness and, ultimately, our chances of survival.

While pattern recognition is a valuable survival skill, it can also have its downsides. Under stress, this ability can become overly active, causing individuals to perceive connections where none exist. This phenomenon is known as apophenia, which refers to the tendency to find meaningful relationships between unrelated events.

Modern Board Game adaptation of th Royal Game
A common example of this is observed in gamblers who notice an unusual sequence of outcomes in games of chance. They may erroneously conclude that certain results are "due" because they have not occurred recently. Such reasoning is flawed since random outcomes do not retain any knowledge of previous results and should be viewed as independent events. 

Back to ancient board games, there is one game whose rule set was found buried among hundreds of clay tablets written in what is known as cuneiform script by a philologist and Assyriologist working at the British museum, a certain Irving Finkel. The game in question goes by the modern name of “The Royal Game of Ur” but the truth is that while it was at the peak of its popularity, the game was played all over the region not just the ancient city of Ur.  

This board game links us back to the Rosetta Stone I mentioned earlier, nestled within a glass exhibition cabinet in the British museum. Just as the Rosetta helped a French researcher Jean-Francoise Champollion, to crack the code to Egyptian hieroglyphics, the clay tablet found by Irving Finkel helped him crack the silence around the boardgame other researchers had found within a tomb within what had been the city of Ur. Thanks to that fortuitous find, Finkel could resurrect one of the ancient world's oldest board games and make it available to modern enthusiasts such as myself.

This leads me to my discovery at the souvenir shop within the British Museum, a replica of the Royal Game of Ur, which caught my attention as I passed by. The game, while straightforward, is captivating. It resembles a race with elements reminiscent of both Parcheesi and, to some extent, Backgammon. When looked at from the top, the board is shaped like an asymmetrical dumbbell, featuring an area composed of twelve squares arranged in a 4 x 3 layout, connected by a 2 x 1 bridge to another section containing six squares in a 2 x 3 configuration. Notably, the game includes four tetrahedral dice that, when rolled in unison, yield scores ranging from 1 to 5.
An original copy of the Royal Game of Ur at the British Museum, London

I find it interesting that this game has all the trapping of a solid, tactical racing game. There are safe squares where your pieces cannot be knocked off the board. At other points of the board however, your opponent may and (in a way) should knock you off. Then there’s a home area from where you are then expected to bear-off your pieces. The first player to bear-off all their pieces wins.

Having played it a few times, you tend to realise that there are segments of the board where the risk of being knocked-off increases substantially. Likewise once the safety of the bearing-off areas is reached there isn’t much else your opponent could do to stop you. The safe squares then are what allow you to gain a slight edge over your opponent. You could decide to simply hold a piece on a safe square with the purpose to use it to knock an opponent’s piece off should the opportunity arise. As a minimum it grants you some respite in the sense that a piece landing there is safe until moved. 

Besides the Royal Game of Ur, which still makes part of my board game collection, there were other intriguing games on offer back in 2006 but which, at the time, did not resonate with me as much as The Royal game of Ur did. There were historically accurate reproductions of Hnefatafl or “viking chess” as well as replicas of The Lewis Chessmen originally discovered in early 1831, in a sandbank at Uig Bay on the west coast of the Isle of Lewis, in the Outer Hebrides of Scotland.
Hnefatafl pieces on a board

These three board gaming sets which were on offer at the souvenir shop, one can see an interesting transition that took place between what was essentially a roll and move game and the latter abstract strategy games that rely exclusively on logic, and a finite ruleset. One (The Royal game of Ur) resting heavily on the luck of the draw whereas the other two, clear examples of games of complete information. Not surprisingly however, the Royal Game of Ur exemplifies the simple roots of board gaming as a form of physical tally to sequences of dice rolls. All this points us to the progenitors, games which relied exclusively on dice rolls. 

As noted earlier, the casting of lots or rolling of dice most probably had a dual significance to those performing the act. There was the ludic intent, the game itself, as players rolled dice to hit on specific scores or outcomes, as well as a more esoteric intent, a link to the supernatural and the divine. Whether these two aspects coexisted or whether the latter was superimposed onto the former, is anyone’s guess. Though we do have precedents for comparison, such as trick-taking Tarot games and the subsequent utilisation of the same Tarot deck in cartomancy. Many now understand the latter as having been developed at a much later date than the actual games linked to the Tarot deck.

Many have tried to rationalise why such games of chance have both caught on and been developed independently in parallel by diverse civilisations and across time. Perhaps it all boils down to our inability to grasp the significance of randomness and in the process this has resulted in humanity’s constant pursuit of an illusion of control on what in essence is uncontrollable.

Example of Roman dice

Yet, these ancient peoples were not stupid. They understood that control over outcomes could only come from cheating as can be attested by the many loaded dice found from diverse archeological sites. For this reason, almost in an attempt to appease the Gods of chance, they often resorted to simple contraptions that removed the agency over dice rolls from the hands of the gamblers and back into the hands of Plutus, Fortuna or Isis. 

The Vettweiss-Froitzheim Dice Tower, a Roman artifact discovered in Germany in 1985, is a notable example of what was referred to as a "Turricula" in Latin. This particular artifact dates back to the 4th century AD and is believed to have been given as a gift. Finding a complete dice tower is quite rare,the Vettweiss-Froitzheim Turricula survived largely due to its construction from durable metals rather than wood or other materials that would decay over time. This artifact reflects the intention of ancient players to ensure fairness in their dice games.

As with all contraptions of its kind the Vettweiss-Froitzheim dice tower was designed to facilitate a reliable roll of the dice, featuring an upright, hollow cuboid shape made from copper alloy. It also includes three internal levels that create random movement for the dice as they descend through the tower, ultimately exiting via a small staircase at the base. 
Vettweiss-Froitzheim Dice Tower

As I continue to explore the historical roots and extensive prevalence of board games throughout the ages, I come to appreciate how fundamentally human this pastime is. This is an activity that is readily comprehensible and embraced by a multitude of cultures and societies. Moreover, the nature of play often follows similar trajectories, resulting in board games that exhibit a remarkable number of shared features. Interestingly, this occurs despite the fact that the cultures that created these games may not have engaged in trade or direct interaction with one another.

What this suggests is that this particular activity is one that humans find both enjoyable and engaging. It appeals to our innate creativity, allowing us to construct worlds from a few simple rules. Even when examining the more intricate board games, you will often find that they ultimately revolve around the basic action of rolling dice. This straightforward act serves as the foundation from which most modern board games have evolved. What began with the simple rolling of bones, or astragali, has transformed into countless expressions of our humanity.

Through the act of playing games, we create a unique space where a defined set of rules temporarily suspends reality, establishing a framework for action in which players can express their agency by rolling dice, drawing cards, or moving game pieces. In this setting, everyday responsibilities are put on hold, and for the limited duration of a game, participants can do whatever is necessary to secure victory. In many ways, this simplicity is what makes the pastime so charming.

Wednesday, December 18, 2024

Levelling Up: 2024 - A Year of Board Games and New Adventures

2024 has been a great year for board gaming and for this blog! I have published 16 blogs (also counting this blog) covering a diverse spectrum of topics linked to the subject of Board gaming for a total of over 30,000 words! Quite an effort if I may say so myself. Yet I do it willingly as part of my ongoing investigation and research into the joys and benefits of board gaming. With the support of my gaming group, wife, and son Neil, I explored a diverse range of games, some of which we enjoyed so much that we played them twice. Although technically outside of 2024, I want to begin by mentioning two small games I played in December 2023.

Towards the end of 2023, I acquired two engaging two-player games, reflecting a growing market for this previously underrepresented segment.

The first, Hanamikoji, features unique mechanics and beautifully minimalist illustrations. I played it first with my wife, who appreciated both the art and gameplay while helping me clarify some rules. I later introduced it to my friend David, who also found it intriguing and enjoyable.

The second game, Splendor Duel, designed by Marc Andre and Bruno Cathala, builds on the original 2014 design while introducing innovative mechanics for two players. While the original Splendor can be played with two, Splendor Duel enhances the experience with a resource board for the limited coins and catch-up mechanisms like “favours” and the ultra-rare resource “pearls.” These additions create a richer strategic interplay.

The first game night of 2024 saw us play Pandemic: Fall of Rome, which my board gaming friends received positively. This spin-off combines historical themes with cooperative gameplay, where players work together in order to prevent the fall of the Roman Empire. While it retains many mechanics from the original Pandemic, it introduces new twists that enhance teamwork and cooperation. Familiarity with the original game helped us navigate its unique features, though there was still a learning curve.


In contrast, 3000 Scoundrels did not meet my expectations. My gaming group found it lacking, as the mechanics felt disjointed and failed to effectively encourage gambling and bluffing. Consequently, few players attempted to bluff, leaving a sense of something missing despite the game's high production values.

On a brighter note, we played Meadow, which was a standout experience. With stunning artwork and innovative gameplay twists, it balances competitiveness with the fun of creating a personal tableau of nature-themed cards. The overwhelmingly positive impression led us to play two consecutive sessions back-to-back.


The next game I introduced to my gaming group in 2024 was the classic High Society, designed by Prof. Reiner Knizia. This auction game features clever inverse bidding mechanics that activate whenever undesirable cards come up. Although it is quick, it presents significant challenges in choosing which cards to bid on, how much to wager from limited funds, and the timing of those bids. Players must also retain some funds at the end, as having none means they cannot win, even if they might have scored big during the game. My group had mixed feelings about High Society; it wasn't disliked but didn’t receive unanimous praise. Personally, I enjoyed it and would happily introduce it again.


I also acquired and played Risk Strike, a small-box game inspired by Risk. My previous experiences with the original Risk were unfavorable due to its lengthy gameplay and reliance on dice luck. In contrast, Risk Strike focuses on brief, intense tactical decisions while still incorporating some dice rolls. Its shorter duration makes it a more enjoyable option that fits well into brief gaming sessions.

This year, our gaming group was captivated by Heat: Pedal to the Metal, designed by Asger Harding Granerud and Daniel Skjold Pedersen. Whil
e it seems simple at first glance, the game features intriguing mechanics that make it a standout title in modern board gaming. It was one of only two games in 2024 that warranted consecutive play sessions.

In Heat, players use a combination of Movement, Heat, and Stress cards to compete on the racetrack. The limitations on maximum speed while navigating corners add a significant strategic layer, requiring careful consideration of how many movement cards to play without risking a loss of control from overheating. Despite being a cardboard simulation, the game demands players' attention as they assess their position relative to others, manage their available cards, and anticipate future draws to replenish their hand.

I confidently predict we will enjoy more sessions of this exceptional game in 2025.


While I've discussed the games played during our gaming nights in 2024, I haven't yet mentioned those I enjoyed with my younger son, Neil. In my quest to find engaging titles for him, I successfully introduced a few favorites.

Two games he particularly enjoyed this year are Exploding Kittens and Dungeon Mayhem. Exploding Kittens is a whimsical game where players take turns adding cards to a common discard pile while trying to avoid drawing the "Exploding Kitten" card. Although it involves some tactical decisions, it remains easy to understand and is suitable for children as young as nine due to its short playtime.

Dungeon Mayhem, on the other hand, features Dungeons & Dragons-style confrontations among iconic races, presented with cartoonish artwork. Players compete using character-specific decks, allowing for strategic card play despite some reliance on luck. The goal is simple: reduce your opponent's health to zero before they do the same to you. While it can accommodate more players, I prefer the two-player format, which feels like a simplified version of Magic: The Gathering.

The game rules manage asymmetric play reasonably well, but some creature decks seem overpowered against others. This feeling was reinforced by the booster box I purchased, which includes six additional characters that appear stronger than the original ones. Regardless of these concerns, Neil loves the game, and we've enjoyed numerous mini-tournaments where we select different characters and swap decks in subsequent rounds to balance competition.

This year, I organized a two-player game of Wingspan with Neil, which he played from start to finish. This was a notable achievement since it took about an hour. He enjoyed the experience, though not as much as some other games we played.

Earlier, we also played a couple of rounds of 7 Wonders Duel. However, Neil still seems too young to grasp the subtle strategies involved in this two-player variant, which requires building card synergies for effective gameplay. This medium- to long-term planning can be challenging for younger kids. Nevertheless, I remain optimistic that we will revisit this game in the future.


Another entertaining party game we enjoyed was Yes/No!, which serves as a fun icebreaker. Players try to get their opponents to say "yes" or "no" while creatively avoiding those words themselves, making it similar to a family-friendly version of Taboo.

We also tried Rubik’s Race, a spatial 2D puzzle that, while different from the classic Rubik’s Cube, is still enjoyable. Additionally, Neil is showing promise as a chess player, and I believe he has significant potential for improvement.

Overall, I look forward to playing many more board games with Neil in 2025, including revisiting some of our previous favorites.

This year, I expanded my collection with several small-box games, which I find appealing for their portability. You can easily pack a few into a small bag without needing a duffle bag, allowing for great gaming experiences on the go. However, not all small-format games are created equal; their design limitations mean fewer components, but they often emphasize quality and mechanics.

One new addition is Fox in the Forest, a quaint two-player trick-taking game that piqued my interest. While I typically prefer other styles, such as cooperative games, I appreciate its simpler ruleset, making it accessible for casual or younger players. I already own a stronger contender in this genre, The Crew: Quest for Planet 9, which features limited communication and cooperative gameplay—elements not commonly found in trick-taking games.


I also discovered Battleline: Greeks vs. Persians and Battleline Medieval, both reimaginings of Reiner Knizia's Schotten Totten. Knizia’s signature minimalist design shines through, paired with engaging gameplay. I highly recommend trying these games at least once.

In 2024, I added Tiny Epic Crimes to my collection, making it the third "Tiny Epic" game from Gamelyn Games that I've acquired. Like its predecessors, it offers substantial gameplay value in a compact box. Although I haven't played it yet, I'm eager to do so in 2025. This also reminds me of Tiny Epic Dinosaurs, another title I look forward to exploring, which promises some fun dino breeding mechanics.


Over the past few weeks, I’ve explored a genre of party games I typically avoid: Social Deduction games. Notable examples include Coup and its expansion Coup Reformation, as well as Quest. In these games, players are assigned factions competing for control, making them enjoyable for larger groups of four or more. I plan to use them as filler games during the upcoming holiday season.

Another game I acquired that excels with higher player counts is Decrypto, a team-based communication game where players transmit and decipher codes. Each team has an Encryptor who gives clues linked to a secret three-digit code, while the opposing team tries to intercept it. Teams earn tokens for correct guesses and miscommunications, and the game ends when a team collects two tokens of either type, aiming for two Interceptions to win. This game is also a strong candidate for holiday gatherings if I can get it to the table—wish me luck!



In the two-player category, I recently added the award-winning Sky Team. In this cooperative game, one player acts as the pilot and the other as co-pilot, working together to land an airliner at various airports by managing dice placement for speed, altitude, and direction. Players must silently assign dice to actions like deploying flaps while avoiding obstacles. It emphasizes strategic planning and teamwork, making it perfect for relaxed game nights after a pleasant meal with wine.

Invincible: The Hero-Building Game is my latest acquisition, perfectly aligning with my love for cooperative board games. In this tabletop game, players create unique heroes by selecting various abilities and equipment. They face challenges and engage in combat through dice rolls and strategic decisions, emphasizing creativity and diverse gameplay in each session. While it will take a few games to fully assess its mechanics, I believe it will resonate well with my gaming group, who have previously enjoyed titles like Pandemic.

Yet before winding this blog down I would like to spare a few words concerning this truly golden age of modern board gaming.

Human beings have engaged in games since the dawn of civilization, with evidence of simple board games dating back to 5000 BCE. Play seems to be intrinsically linked to our humanity, offering an escape from the mundane as players immerse themselves in alternative rules and objectives. The goals can range from tangible rewards to simply the prestige of being recognized as a victor, much like the laurel wreaths awarded to ancient Greek athletes during the Olympics.

Games serve as a sandbox where players can compete without real-world consequences. In games like chess or Hnefatafl (Viking Chess), while a king may be captured, there are no physical losses. Within these games, players agree to abide by their rules, creating a micro-universe where they can experience freedom from daily constraints. This "magic circle" allows friendships to flourish, often leading to lasting connections even after the game ends.

While some argue that online games like Minecraft, Roblox, or World of Warcraft provide similar social benefits, I believe in-person interactions strengthen these connections over time. For play to yield its benefits, it must be approached with sincerity and commitment to the rules. Engaging with cynicism or detachment undermines the game's legitimacy and shatters the shared illusion.

Looking ahead to 2025, I feel optimistic about enriching my gaming experiences further. I plan to revisit beloved games and introduce new titles that will challenge and engage my gaming group. My aspirations extend beyond gameplay; I aim to continue exploring the historical, sociological, and cultural contexts of the games we play.

2024 has been a rewarding year when it comes to exploring new genres, especially when it comes to social deduction games. I also particularly enjoyed trying out two Reiner Knizia titles namely Battleline, for its streamlined rules and strategic depth, and High Society with its interesting bidding mechanisms. Furthermore, from Fox in the Forest to the exciting challenges of Heat: Pedal to the Metal, each game played created memorable moments.

Finally, I would like to express my gratitude for taking the time out of your busy schedules to read my contributions to this blog in 2024. I view BGHaven as a growing and evolving exploration of all that makes board gaming so captivating. As you may have understood from my blogs to date, my aim is to make sense of the various aspects of board gaming as a human endeavour, seeking to understand what board gaming brings to the table and why engaging in this form of recreation is significant.

I encourage you, whenever possible, to acknowledge those blogs that resonate with you by liking or commenting here, or on the companion Facebook Group. Each "Like" or comment serves as a valued endorsement of my work and will support my ongoing commitment to this blog. Thank you once again for your engagement.

 

List of board game titles mentioned in this blog

If you would like to learn more about the games mentioned in this blog, why not click on one of the links below, you might discover you next favourite board game! 


3000 Scoundrels

7 Wonders Duel

Battleline (Greeks vs Persians)

Battleline (Medieval)

Coup / Coup Reformation

Decrypto

Dungeon Mayhem

Exploding Kittens

Fox in the Forest

Hanamikoji

Heat: Pedal to the Metal

Invincible: The Hero-Building Game

Meadow

Pandemic - Fall of Rome

Quest

Rubik’s Race

Sky Team

Splendor Duel

Wingspan


 

Tuesday, December 3, 2024

Settlers of Catan at 30!

 If you have been exposed to board games published from the mid-nineties onwards, I am sure you will have heard of the game called Settlers of Catan or Catan in short. Next year will mark the 30th anniversary since its first publication and since that fateful year, it has become one of the most iconic and influential board games of the modern board game era. Designed by the late German game designer Klaus Teuber, Catan was first published in 1995 and has since gone on to sell over 22 million copies in 30 languages worldwide, making it a true phenomenon in the world of modern tabletop gaming.


 

Catan is a fairly easy game to teach, the turns simple and the rules relatively straightforward for the casual player. In the game, players take on the role of settlers competing to build the most prosperous civilisation on the fictional island of Catan. By collecting and trading resources such as lumber, brick, wool, grain, and stone, players construct roads, settlements, and cities, with the ultimate goal of being the first to reach 10 victory points. Teuber's masterful design combines elements of resource management, strategic planning, and player interaction, creating a cohesive  gameplay experience.

 

One of the key factors behind Catan's lasting success is its ability to appeal to a wide range of players, from casual gamers to hardcore enthusiasts. The game's elegant ruleset and intuitive mechanics make it fairly easy to learn, while its depth and replayability ensure that it remains engaging even after multiple playthroughs.

 

Since its first release, Catan has undergone a remarkable evolution, with a wide range of expansions and spin-offs that have expanded the game's scope and added new layers of complexity. One of the earliest and most popular expansions is Seafarers (1997), which introduced ships and exploration, allowing players to venture beyond the confines of the island. The expansion added a new dimension to the game, encouraging players to think strategically about their maritime ventures and the potential rewards and risks involved.

 

Another significant expansion was Cities & Knights (1999), which introduced a new set of development cards and the concept of city improvements. Players had to now balance their efforts between building settlements and cities and defending their civilisation against the threat of barbarian attacks. The expansion has become a fan favourite, praised for its ability to add new challenges and decision points to the game without compromising its core mechanics.

 


In total, there are now over 30 different versions and extensions of the Catan game, each offering a different take on the original formula. From the sci-fi-themed “Catan: Starfarers” to the cooperative variant “Catan: Explorers & Pirates”, the game's adaptability and versatility have allowed it to remain relevant and engaging in an ever-evolving gaming landscape.

 

While Catan is an excellent game, it does have a couple of minor drawbacks, the first is during setup. Arranging the hexagonal tiles within the provided border can be a bit fiddly. Players have the option to place the "desert" tile in the centre or randomly on the map, which could impact the spatial arrangement and distances between land types, potentially affecting gameplay. Additionally, randomly placing the value tokens on the map hexes makes it challenging to predict which resources will be produced more frequently, as certain number clusters may emerge, skewing resource distribution.

 

Another notable drawback of the game I feel lies in its negotiation dynamics. The rules of Catan promote a bartering system that, in theory, enables players to acquire resources they might struggle to produce independently. While this concept is appealing, effectively executing a successful barter can be challenging and largely relies on the willingness of all participants to engage in negotiations.

 

The crux of the issue is that players involved in resource negotiations are often hesitant to trade away goods that could provide a significant advantage to their opponents. Conversely, abstaining from bartering altogether can hinder a player's ability to reach the game's objective of scoring 10 points. Although refusing to engage in bartering is a possible strategy, it is generally not advisable for long-term success.

 

No game, regardless of its brilliance, can thrive without its supporters and enthusiasts. The widespread appeal of Catan has led to the growth of vibrant communities and annual tournaments. The inaugural Catan World Championship took place in Essen, Germany, in 2002, and this event has been held nearly every year or biennially, alternating between Germany and the United States. Notably, one of the most recent Catan tournaments occurred in Malta in 2022, featuring 87 competitors from 48 countries vying for the championship title. On that occasion, Hamish Dean from New Zealand emerged victorious. The next international competition is scheduled to be the 2025 Catan World Championship, with the date and location yet to be announced as of this writing.

 




These tournaments have become a hub for Catan enthusiasts, providing a platform for players to showcase their skills, connect with like-minded individuals, and immerse themselves in the game's rich lore. The competitive scene has also given rise to a wealth of strategy guides, online resources, and player communities, further enhancing the game's depth and longevity.

 

In all respects, Catan has become a staple of what we can define as the modern board game renaissance, introducing many players to the "Eurogame" genre that emphasises strategy, resource management, point scoring and player interaction over direct conflict. The game's influence can be seen in the proliferation of other civilisation-building and exploration-themed board games, such as 7 Wonders and Carcassonne, which have drawn inspiration from Catan's innovative mechanics and thematic elements.

 

Catan's impact on the gaming world extends far beyond its immediate success as a board game. The game's unique blend of strategy, luck, and social interaction has made it a favourite among educators, who have recognised its potential as a tool for teaching critical thinking, negotiation skills, and resource management.

 

The game's cultural influence has also extended into other media, with the publication of a novel based on the Catan universe in 2003. The Settlers of Catan, written by Rebecca Gablé, further expanded the game's narrative and thematic elements, introducing readers to the rich fictional history and mythology of the island of Catan. The novel's success has led to the development of additional literary works set in the Catan universe, including short stories and anthologies.

 

In addition to its literary adaptations, Catan has also made the leap to digital, with a range of video game adaptations and online platforms that allow players to compete against opponents from around the world. These digital versions have helped to introduce the game to a new generation of players and have further expanded its reach and popularity.

 

 


One of the most exciting developments in the world of Catan is the publication of a new adaptation of the game called “Catan: New Energies”   , which brings the classic gameplay to a new generation of players. The new edition encourages players to navigate the complexities of energy production and its environmental impacts in a 21st-century setting.

 

In this newest edition, players must generate energy to expand their settlements. They can choose between constructing fossil fuel power plants, which promote rapid growth but increase pollution, or renewable energy plants, which are cleaner but result in slower expansion. This duality creates a strategic tension, as players balance growth against environmental consequences. Excessive pollution can lead to catastrophic events that affect all players, emphasising the interconnectedness of their choices.

 

The game retains the core mechanics of resource gathering and building from the original Catan but introduces new elements such as Power Plants, a Global Footprint track as well as Environmental Events. All three elements address the modern concern with generating sufficient energy to foster growth while curbing global pollution levels. The Global footprint track allows players to monitor collective pollution generated by all players while the environmental events force players to face challenges such as floods or air pollution which could in turn hinder resource production and expansion efforts.

 

As was the case with the original game, New Energies requires players to think critically about their resource management and the long-term effects of their energy choices. The game encourages discussions about climate change and sustainability, making it not just a competitive experience but also a platform for dialogue on pressing global issues. The developers aimed to create a game that is both enjoyable and thought-provoking, reflecting real-world complexities

 

Catan: New Energies represents a bold and timely evolution for the Catan franchise, addressing the pressing global issues of energy and sustainability in a manner that is both engaging and thought-provoking. By inviting players to grapple with the trade-offs between economic growth and environmental preservation, the game encourages meaningful discussions and a deeper understanding of the complex challenges facing our world today.

 

Yet no discussion of this exceptional game and all its spinoffs can be considered complete without a few words being spared on tactics and strategies to adopt if you would like to win at all. While the following pointers are extremely valid in my opinion, they are not by any means the only way to attain victory. There are other elements at play which do impact a game's outcome but along general lines the following can be considered good practice.

 


Resource management and production is significantly important in Catan.You should focus on maximising your resource production by placing settlements on the most valuable number combinations (e.g. 5/6/9 tiles). Land types and their distributions need to be taken into account whenever a new settlement or road is placed as this will significantly impact future resource production. You should also strive to maintain a balanced resource portfolio rather than specialising in one or two resources. While there is the possibility of bartering goods with other players or even the bank, relying excessively on barter could impact your chances when it comes to winning.

 

Also while you are not really expected to be a statistics guru,  the statistical probabilities of different number rolls to inform your placement and trading decisions can be very beneficial and should be factored into your decision making process,

 

The position of your settlements is also significant. When possible try using  "triangle road" settlements (basically a settlement with three roads leading out from it) to create open expansion spaces on the board. You should also employ "blocking settlements" to limit your opponents' access to key resources, especially when in the 4th player position in turn order.

 

Regardless you will always need your tactics based on the specific board layout (outer desert, second ring desert, centre desert) as this will have a significant impact on your choices.

 


When it comes to tactics and bartering, I strongly recommend that you avoid overly aggressive or antagonistic tactics that could alienate your opponents. Build positive relationships and avoid making too many enemies at the table, as this can hurt your long-term trading prospects or even deprive you of a beneficial barter when you will need it most.

 

On the other hand modulate your aggression during play by strategically employing the threat of moving the robber to influence other players' actions, such as deterring them from building in certain areas or influencing them into more favourable trades. Such stratagems need to be used with caution as repeat use could upset the mood during a gaming session and make overall gameplay less enjoyable in my opinion.

 

In most cases I would also advocate the use of soft strategies when it comes to player interplay such as selectively disclosing or concealing information about your hand and future moves to keep your opponents guessing. Also, cultivate a reputation as a "fair trader" to open up more opportunities, but be willing to be more diplomatically ruthless when necessary if this would mean securing a win.

 

When it comes to bartering you need to learn to Identify when trading with a particular player might do more harm than good, especially if they are close to winning. Cutting off trade relations at the right moment can prevent an opponent from gaining a decisive advantage. In order to achieve this level of game awareness you will need to monitor the game state closely and be willing to sacrifice short-term gains (say build a road or settlement) if it means denying a leading player the resources they need to win.

 


Some may disagree on the matter of acquiring developments (aka Development Cards) or whether they can actually help you get over the finishing line. Yet I feel that you should consider acquiring these cards, as they can provide a significant strategic advantage. What you should be mindful however, is when to reveal or conceal your development cards in order to maximise their impact on the endgame.

 

As Catan keeps growing and changing, it's clear that it has become a well known, key title in modern board gaming. Starting out as a self-published game in 1995, it has become a worldwide sensation. Whether you're a long-time player or just starting out, I think that now is a great time to experience Catan and join the millions who enjoy its mix of strategy, luck, and social interaction.