- Action / Movement Programming
- Action Drafting
- Action Point Allowance System
- Action Queue
- Action Selection
- Added Mechanics
- Area Control
- Area Enclosure
- Area Majority/ Influence
- Area Movement
- Auction: Dutch
- Automatic Resource Growth
- Bag Building
- Campaign / Battle Card Driven
- Card Drafting
- Card Placement
- Catch the Leader
- Chit-Pull System
- Command Cards
- Commodity Speculation
- Communication Limits
- Cooperative Play
- Crayon Rail System
- Cube tower
- Deck Building
- Deck Constructing
- Delayed Purchase
- Dice Building
- Dice Movement
- Dice Rolling
- Dutch Auction
- Dynamic Currency
- End Game Bonuses
- Engine Building
- Feeding Workers/Characters
- Force Commitment
- Grid Coverage
- Grid Movement
- Hand Management
- Hand-Eye Coordination
- Hex and Counter
- Hexagon Grid
- Hidden Movement
- Hidden Objective
- Hidden Roles
- Hidden Traitor
- Hidden Victory Points
- I Split, You Take
- Increased Value of Unchosen Resources
- King of The Hill
- Line Drawing
- Line of Sight
- Lose a Turn
- Map Addition
- Map Reduction
- Modular Board
- Move with Cards
- Movement Points
- Narrative Choice
- Network and Route Building
- Once per game ability
- Order Fulfillment
- Paper and Pencil
- Pattern Building
- Pattern Movement
- Pattern Recognition
- Pick-up and Deliver
- Player Elimination
- Point Salad
- Point to Point Movement
- Pool Building
- Press Your Luck
- Random Production
- Ratio / Combat Results Table
- Real Time
- Relative Movement
- Resource Gathering
- Resource to Move
- Role Playing
- Role Selection
- Roles with Asymmetric Information
- Roll / Spin and Move
- Roll and Write
- Scenario / Mission / Campaign Game
- Score and Reset Game
- Secret Unit Deployment
- Set Collection
- Simultaneous Play
- Simultaneous action selection
- Skill with a Doubling Cube
- Social Deduction
- Solo / Solitaire Game
- Square Grid
- Stacking and Balancing
- Static Capture
- Stock Holding
- Sudden Death Ending
- Tableau Building
- Take That
- Targeted CLues
- Targeted Clues
- Tech Trees / Tech Tracks
- Tile Placement
- Time Track
- Tower Defense
- Track Movement
- Tug of War
- Turn Board Game
- Turn Order: Auction
- Turn Order: Claim Action
- Turn Order: Pass Order
- Turn Order: Progressive
- Turn Order: Random
- Turn Order: Roll Order
- Turn Order: Stat-Based
- Variable Phase Order
- Variable Player Powers
- Variable Setup
- Victory Points as a Resource
- Worker Placement
- Worker Placement with Dice Workers
- Zone of Control
Popular Chaining Board Games (Mechanic)
(This review was originally published on our site https://twomomsgame.com/fort/. Please follow the link to read the review in its original, recommended format).
A deck and hand management game for 2-4 players
Designed by: Grant Rodiek
Published by: Leder Games
Close your eyes and think back to your childhood. Think about playing with the neighborhood kids outside, running through the grass, breathing in the fresh air without a care in the world.
Now think about waging war over fences and playgrounds, recruiting other kids to your cause and hiding away from the enemy’s squirt guns as you tussle over imaginary battle lines.
Fort manages to capture the spirit of childhood fun mixed with combative play. In Fort, you and your besties eat some pizza, play with toys, and recruit some other kids to help you build the biggest, best Fort.
*This is a general overview meant to provide context for the review, not a how-to-play and will not cover every rule.
This is a relatively straightforward game with few rules and a low barrier to entry. Start the game with your two best friends and 8 cards, either drawn randomly or drafted.
1. Remove cards from the yard
We’ll get into this in more detail later, but the yard is one of the coolest – and most contentious – mechanisms in the game.
2. Play a single card doing at least one of its actions completely
Top = public actions
Others can also do
Bottom = private action
Only you can do
If applicable, play additional cards of the same suit to amplify the action
3. Recruit 1 new card from the park or opponent yard
Discard played cards and best friend cards
All other unused cards are placed in the yard
Draw 5 new cards from your personal deck
Along the way, as you advance your fort level, personal scoring objectives and perks are unlocked. No two players will have the same scoring objective or perks.
The game ends either when a player advances their fort to Level 5, or passes the 25 point marker.
What do we think?
This game definitely filled a niche on our game shelf – 30 minute thinky competitive goodness with lightning fast set up.
While Fort is technically a deck building game in that you are getting more cards to add to your deck, that can also be a little misleading. Fort turns deckbuilding on its head and comparing it to other deckbuilders is tough since it’s fairly unique.
When most of us think of deck building games we think of games like Dominion, Clank, or Aeons End where each card has either an action or money value assigned to it, and you can chain your cards together in satisfying combos. Fort is a deckbuilding game, but it is NOT a chaining game and you won’t be building big engines. Instead, it’s all about suit management and creating the optimal streamlined deck for maximum effect of specific cards. In that way, it’s a bit more like the tableau in Race for the Galaxy than Dominion.
First, let’s expand just a bit about how the game is played. In Fort, you have the ability to use 1 card for 2 actions. Each card has a top public action, meaning your opponent can also do that action, and the bottom private action that only you may do. Your opponents will always have access to the public action, whether you do it or not. Oh, you want to use that top card to get some pizza, well be prepared to share because your opponents can do that same action and get pizza too. We found this becomes a huge deal when playing fort upgrades – you have to think about how bad you need that public action upgrade if your opponent can also upgrade at the same time. Often you’ll decide it’s best just not to play it at all if it helps your opponent (have we mentioned that we are really competitive).
There are card combos in Fort, but they’re a bit different than the big, multi-action chains a lot of you might be used to. Rather, combos are a way to amplify your single action to get more out of it. For many actions, you can add cards of the same suit to make your action more powerful, getting you more stuff or VPs. You can also stash cards in your “lookout” to have permanent access to certain suits so you can always amplify your actions.
Pro tip: Since managing an efficient deck is so important in Fort, the lookout is an efficient way to streamline your deck.
A lot of games we play are very interactive at 3+ players, but lose a lot of that head-to-head tension at 2-players. Fort is not one of those games, we found it to be very interactive (and tense) at 2 players with a ton of direct competition. Your unused cards don’t just go into your discard pile where you hope that more vigorous shuffling will lead to a better hand. Instead, unused cards go to your yard where they can be stolen, and on occasion destroyed, by your opponent.
It’s extremely satisfying to break your opponents combo machine they have going by recruiting cards they mismanaged and allowed to be placed into the yard. It also makes you salty AF when your opponent breaks your little engine you spent 5 turns building up.
One thing we LOVE about this game is the artwork and the components. Gotta talk about that dual-layered player mat that doesn’t let your little wooden pieces slide everywhere when your toddler inevitably bumps the table. And each character is unique and interesting. The art is stand-out and fits the theme so well, it’s silly and yet captures the intensity kids can have when they play.
Fort took me a couple times to get into. I went into the game thinking “deckbuilder” and was ready for satisfying action chains and combos. Nope. The meta and approach to being successful in Fort is more like Race for the Galaxy than Dominion. There is a delicate balance if making sure you are playing the best card for yourself, but not a card that will help your opponent too much, while still paying attention to what your opponent is likely to do so that you can prosper from it.
The art is charming and unique but it doesn’t particularly help the theme come through.
I personally found it difficult to manage shuffling/resetting my deck while trying to pay attention to what Emily was doing.
You see “deckbuilder” and you kind of think you know what game you’re getting into. In Fort, I was pleasantly surprised at the interesting gameplay that’s unique among its genre.
I am a little salty right now because in the last game we played Sarah went hard on the “mess with Emily” route and perhaps just a few words were exchanged. For a game with a playful theme, this can get pretty intense which I guess plays into the theme even more. Anyone who has played anything with a kid recently knows forts are serious business.
Honestly, we were a bit disappointed the first time we played when there were no big combos or satisfying action chaining sequences. This is totally on us assuming all deckbuilders are alike.
We learned the game from a Watch It Played video from Rodney Smith. We did not have any trouble locating anything in the rulebook when we needed to check it.
No matter how you learn this game, the low barrier to entry makes this an accessible game to learn, even if your toddler interrupts for “goodnight hot tea” followed by a “goodnight banana”.
More plays make a big difference for effectively playing Fort. We won’t hide the fact that we didn’t get this the first time through from a strategy perspective. We scored super low and both rushed the ending. The next few plays were a lot more fun exploring different card actions and combos and discovering new ways to irritate each other by messing with the other’s plans.
Play Time, Best Number of Players
A two player game is about 30-40 minutes. We would anticipate a 4 player game being a bit longer. At 2 players, it feels a lot like a race game and needing to be the first to advance to fort level 5 and thus get the macaroni sculpture. We suspect more players would likely slow down this feeling of it being a race game.
Setup/takedown: Super quick. You don’t have to plan an extra half hour of non-play time just to get going or clean up.
Interruptions: While learning the game may be forgiving of interruptions, Fort itself is not forgiving of stopping in the middle to sing a dinosaur song. Since there’s so much interaction, all players need to be present and attentive to get anything done, and it can be a bit tricky to figure out where you left off.
*See our rating scale on our site
Now that Trent's publicizing my logged plays page everywhere, some of you noticed that I already got a play in for this game!
To be honest, I've been hesitant to do a write-up on this because I couldn't quite put my finger on how I feel about this game. I thought about getting a solo session in before I do it justice, but I think it's fine since it's not a full review after all. So here are my first impressions after one 2p game with my wife, where we played as the factions with the lowest complexity (as recommended by the rulebook).
1. Pre-Game Experience
(+) Charming theme and presentation - It's cute, and I mean that in a good way. Just about everything inside the box has a charm about it, from the unique resource tokens to all of the unique card art across the 6 different factions. Many of the illustrations have the type of humor that I tend to like using in my own art too.
(+) Great insert - Of all of the games I own, the ones with the best insert so far are this game, #Atlantis Rising (second edition), and #Camel Up (second edition). Easy access to all components, finger slots for pulling out the tray that holds all resources, and labels to help you figure out how to put everything back. This all means short setup and teardown time.
(-) Rulebook - It's laid out pretty well, but it's definitely not the best I've seen. I feel like it tried to present all of the info in the most streamlined way with as few pages, but in the process lost out on the details that would be helpful. For example:
- Each faction has a unique faction marker (used for keeping track of VP's) and ship token (used for the sailing action). The rulebook doesn't have a "key" that shows which belong to which faction. These tokens have a unique art, and in the case of the ship token, a unique shape as well, but it's just one little detail that would've been helpful (this key was later provided in the online FAQ).
- I felt confused on its usage of terminologies like location and field for referencing different card types, and also felt that the terminology wasn't the most intuitive (they weren't used consistently either, as mentioned in the FAQ), so whenever it used those words throughout the rulebook, it was slightly difficult to follow. And perhaps its just a nature of a card-driven game with lots of unique cards, but there's a need for additional clarity on its abilities sometimes. This is also provided in their FAQ, which I referenced a few times throughout the play.
(+/-) The Teach - I personally had a harder time teaching this in comparison to a game like #Viticulture: Essential Edition. Empires of the North is definitely on the simpler side when it comes to its gameplay, but I think the nuances of the card usage added to its difficulty to teach (which was still quite easy). This was one game that I didn't test out ahead of time before teaching my wife, so I'm sure that added to it as well.
2. The Game - Each round is broken up into 4 phases: Lookout, Action, Expedition, Cleanup
- Lookout - Get additional cards into your hand
- Action - Play or activate cards to get resources and convert them into points. Set off your ships on a sail to pillage/conquer islands
- Expedition - Resolve your ships that went sailing
- Cleanup - Un-exhaust all activated cards, get your workers back, etc.
- Fast turns and great combos - The majority of your gameplay time is spent on the Action phase, where you have a choice of 4 different actions. It's a quick back and forth between you and your opponent where you're improving your engine and maximizing your resources by chaining your actions so that you can extend the number of turns without passing this phase. The action wheel at the center is the crux of your strategy because placing your action pawn in one of these tiles grants you more powerful moves (e.g. constructing a card without paying the cost). The catch is that you only have two pawns that can each be used twice at most. If you place a pawn on one of the actions, you can use it again in a later turn by moving it to and activating an adjacent tile by spending one food token. It's an elegant touch that presents you with an interesting decision space. I do think it falls apart in terms of thematic connection though, which I don't mind. The combos build up fairly quickly so this phase will get longer and longer with each round. With experience and knowledge of the cards, I can imagine finishing this game in an hour after 4-5 rounds.
- I especially like how rewarding it is to pillage or conquer an island.
- I always love variable player powers and Empires offers 6 flavors! We tried out the factions with the lowest complexity so I'm looking forward to seeing how the other factions will change up the game. In line with this, I could definitely see why others have commented that the game feels like it's "on rails," where it seems to put players on a set path in strategy. I can't disagree with that at all, but I also feel like just as players typically make a decision in the beginning of the game on which strategy they will go for, Empires would have players making this decision in their choice of faction.
- I have a feeling that Empires will be a great solo game, likely even better than multiplayer.
- This game currently falls in the same category as my first impression of #Architects of the West Kingdom, where it wasn't love at first sight. They're both a race to the finish line with little tension where you're mostly focused on building up your combos, gaining resources, and scoring VP. Except, I like Architects a lot more in this area because it gives you what to aim for. Architects awards VP's for contributing to the construction of the cathedral or building structures by gaining a specific set of resources, which is often challenging and unique in its teeter-tottering of the virtue track. For Empires of the North, the main method of gaining VP's is by activating card abilities and conquering islands. It's less about accomplishing difficult tasks, but more about triggering the right card abilities in order and building up your engine with the right cards. Granted, there are some cards in the deck that seem to reward big points. For example, my clan's deck is heavily focused on expedition, and has cards that reward you lots of points based on the number of islands you've conquered. It also has cards with permanent features like giving you a VP every time you pillage an island. To sum it all up, Empires is a lot more focused on engine-building and achieving a consistent flow of VP's, while Architects is better at giving you sense of accomplishment that's more grounded in reality (due to difficulty, lots of points, and because the type of structure built affects your virtue positively or negatively).
- Very low interaction. The game does offer a way to interact with your opponent. The primary way is by using raze tokens, which can be spent to exhaust one card in your opponent's empire so that it throws off their combos. The game doesn't encourage this usage all that much though because unless you're playing as the clan I played as, raze tokens are harder to generate and they're valuable resources for conquering islands that reward you lots of resources or great powers if constructed. I never used these to ruin my wife's combos because I don't like mean plays especially when it's a 2p game.
- Tied to the first point is that this game seems to be best played with 2p. You're presented with so many choices in the number of actions that you're mostly focused on your own tableau the whole time, and having AP prone players will bump up the gameplay time too much. I think the Action phase will last way too long at higher player counts.
- Thematic ties. The game definitely has thematic ties because it has players expanding their empire, collecting resources, pillaging and conquering islands, etc. My issue is that in the end, despite all of the really nice illustrations, it felt like it all disappears into thin air sometimes. I found myself focusing mostly on building the right combos and paying attention to the effects of the cards that the cards/buildings became just one piece of the puzzle I'm putting together, instead of feeling like a "structure" that I've added onto my empire. I asked my wife for her thoughts after the game, and while she liked the game and had fun, one of her comments was that she wished it had a board, or some building components like in Catan or Viticulture. She likes to have a sense of progression and accomplishment when she looks at the board state, and for Empires, she felt like it was just a lot of cards in front of her. This also made me wonder if tableau builders may not be the right fit for us, but I thought of two exceptions. (1) #Wingspan is also low in interaction, but I like its satisfying chain-building and how it lays out three engines to focus on: food, eggs, bird cards. This brings organization that helps players focus on tuning their engine and even having the leisure to enjoy the fine details of the art and flavor text, whereas Empires relies on the players to come up with their own method of establishing order. (2) #Through the Ages: A New Story of Civilization is another example. The cards feel like actual structures because you have to spend workers to build them. They can also be upgraded to a more advanced structure to improve production. There are also religious buildings that provide "smiles" to increase contentment among your workers instead of them stirring up a riot, and many other examples.
To be clear, I like the game, but I didn't love it. I'm still very interested in exploring the other factions and see if it changes my opinions. And just as I ended up loving Architects for its solo play after my first impressions, I'm hoping the same will happen to Empires too!
(This review was originally published on our site https://twomomsgame.com/furtherance/. Please follow the link to read the review it its original, recommended format).
A tactical engine building and combat game for 1-4 players
30 min per player
Designed by: Brent and Jillian Keath
Published by: Flannel Games
Furtherance feels a bit like an old school video game where you go about your business collecting items, researching technologies, advancing your knowledge/skills, and gearing up to go battle the big boss to allow your kingdom to prosper for years to come. Except the boss is your wife sitting across the table from you (truer words have never been said).
There are a few things in this game that didn’t work great for us, but the gameplay is interesting and challenging. Overall it was a solid first release for new publisher Flannel Games.
*This is not a comprehensive how-to-play, but a general overview to give context to the review
In Furtherance, 1-4 kingdom rulers set out to defeat the other kingdoms by recruiting units, constructing buildings, researching technologies, and attacking enemy castles. At the beginning of the game players choose a castle color, get one worker, four gold, and draft a leader. Each leader has a special ability that offers benefits or other advantages to the player.
Each turn follows this format:
1. Reset turned worker cards
2. Perform Worker Action(s)
In a typical game, you will only have 1 worker, and therefore only 1 worker action per turn (even after upgrading). When you reach 4 points you get an additional worker.
Note: There is an optional beginner variant where you can choose to play with 2 workers and thus have 2 worker actions per turn from the beginning. We played with both 2 workers and 1 and found that in a 2-player game it’s a lot more fun to have 2 workers. More on that in a minute.
Players choose 1 action per worker:
Mine: collect 4 gold
Market: Purchase up to 2 item cards
One time use cards with special benefits
Build: Start construction of a building
Place associated number of hammer counters on building
Develop: Remove one hammer counter from building or upgrade
Recruit: Purchase a unit card
Research: Look at the top 3 cards of a deck
Put 1 card into personal research pile (limit 2)
Return 1 card to the bottom of the deck
Return 1 card to the top of the deck
Upgrade: Draw 2 upgraded workers, keep one
Place 3 hammer counters on upgrade card
Replace worker with upgraded worker once hammers are removed
3. Move and Attack
Units can move up to 2 spaces and attack twice
Can attack units, buildings, or castles
Units cannot move or attack on the turn they are recruited
The game ends when either 1 player earns 6 VPs or every other player is eliminated once their castle is defeated.
What do we think?
This is a solid first game from a new publisher. It’s not really our favorite type of game, and we had some trouble with a few elements, but overall it is a nice tactics game. At first glance, we thought this was relatively straightforward, and from a rules perspective, it is! But then when we started playing, we realized there was quite a bit of depth.
The publishers call this a “tactical engine building game” and it is definitely a combination of war tactics and engine building. Successful players are the ones who figure out how to balance building their engine while also reacting to their opponents.
Our first time playing through this game 2-player we both took completely the wrong approach (in hindsight). Because the first several turns of the game by design must focus on engine building, we both struggled to figure out when to start recruiting units vs. focusing on other areas. The real trick is keeping your strategy flexible by paying close attention to what your opponents are doing and reacting quickly. This is not a game where you can lose yourself in your engine building or rigidly stick to your plan.
While we did enjoy this game, we found it had several drawbacks. The artwork is not our favorite, and the font on the cards was stylized in a way that was hard to read from across the table. Because there’s a marketplace tableau and each card has a lot of text, this did impact our enjoyment of the game.
One issue was partially solved by always playing an adaptation of what the rulebook dubs the “beginner” variant. We mentioned above that the “beginner” variant has players start the game with 2 workers, while the “advanced” only has one. For a 2-player game, having 2 workers from the start was essential to good pacing. Only having one action per turn in the beginning of a standard (advanced) game makes the game start out VERY slow. The “mining” action only gives 4 coins, whereas many of the cards you can buy to get a money engine going are 7+ coins, so spending 2 entire turns in a row just getting coins, then spending more turns taking off the hammers (“develop” action) was tedious. Starting with 2 workers speeds the beginning up and lets players get to the fun part much faster and we didn’t find that it changed the later game too much. We wouldn’t play a 2-player game without 2 workers again.
Pro Tip: do not underestimate the importance of research in the beginning of the game. Being able to find the right cards that improve your engine early on is critical.
Our last complaint was the pacing. Even with adding a second worker, the game was a bit slow and had moments where it felt like the game wasn’t moving forward or like it was stalled. In our opinion, it’s a medium-light game as far as complexity due to the pretty clear “next steps” available based on the available cards and the strategy set by your leader. For that genre it’s tough for us to justify an hour+ game.
Now for the good stuff. This is definitely a tactical game at heart, your strategy and the “feel” of a game are going to depend heavily on what your opponents are doing. If they are focused on building up their units, you have to make sure you don’t ignore your defenses or you will be destroyed (Sarah found this out the hard way). Instead, we found a typical game to have a lot of give-and-take, where players trade off being the aggressor as they build/destroy units.
As a reminder, there are 2 ways to win – destroy all opponents’ castles, or score 6 VP. In a 2-player game, we found combat is not the best way to win – that’s just how you keep your opponent on their toes. It was much easier to win through getting to the 6VP first vs. destroying the other castle, and that’s mainly because the tactical aspect of the game is a lot of effort for the payoff. We both ended up adopting a solid defensive strategy with just enough offense and chaining cards together to keep the other player alert, but then heavily focus on getting VPs through buildings.
The card abilities are pretty neat. There are different strategic directions to take with the cards, especially the leaders who really set your strategy for each game. When paired together the leader abilities, building cards, and upgrades can get a satisfying engine going. A lot of the abilities are just neat and add interest to the game.
Unit cards, while not necessarily part of the engine, can combo up and pair well together, for example units that allow damage to be directed at adjacent units with better HP. We do wish there was a different way to mark which units belong to which castles other than just the direction they’re facing. In a 2-player game it wasn’t that big of a deal, but it would have enhanced the experience to have player markers.
Furtherance is an interesting game. It took me a game to wrap my head around needing to let my leader guide my strategy, rather than just doing the status quo of what I would do in any other engine building game. Once I figured that out, I was able to create really satisfying engines…maybe a bit to my determinant. I LOVE engine building games and have a tendency to over-focus on them allowing Emily to come in and wallop my castle with the array of units she built up. Important reminder: this is a tactical game more so than a strategic game.
There are a few different strategies to try out and I like that I had to adapt my strategy to my leader and the cards that appeared.
I didn’t love the combat part of this game. Except for the game where Sarah completely ignored combat and I absolutely destroyed her, it seemed to me that the back-and-forth of combat was us just sort of killing each other off, then adding units, then killing them off, then adding them without actually accomplishing much.
The cards themselves were pretty cool and I thought the abilities were clever and fun to chain together. I also like games where I have to adapt my strategy turn-by-turn to the other player and to what’s available to me.
Our first play, we played the beginner variant with two workers and only to 4 points. This is our preferred way to play since it keeps the game going at a nice clip. On the first play, we definitely over-focused on the engine building and it took a while to realize that we weren’t going to get finely tuned engines going while neglecting combat, which speaks more to our personal typical strategy than the game
The rulebook is laid out well and there are plenty of examples along the way. There were a few (what we considered) minor rule omissions or necessary clarifications in the rulebook that were covered by the FAQs on BGG, mainly around combat. Some of the cards had ambiguous wording as well that raised questions about what they actually did, but those were mostly minor issues that didn’t impact gameplay.
It took us a game or so to realize the flexibility this game requires. You have to be extremely mindful of what your opponent is doing and react to that in nearly an identical way. Sarah learned the hard way that trying to rush getting VP generating buildings while Emily built up a nice sized army to advance on her castle was NOT the way to play Furtherance. Playing this game several times was definitely necessary to get an accurate feel for it.
Play Time, Best Number of Players
We have only played this at 2 players and it works well as long as you know that emphasis has to be on tactical play. We suspect that 4 players may allow for a little more strategic planning and less reactive tactics. Play time felt a little longer than the box stated 30 min/player. 45 min/player seems more accurate for us with 1 worker/player, including set up and clean up. We think this game would be better suited for more than 2 players, but we didn’t get the chance to try it out (pandemics ruining game nights everywhere).
Furtherance is really friendly to interruptions due to its tactical nature and relatively low complexity for the type of game. As seems to be a frequent occurrence Rowan needed approximately 800 different things each time he came out of his room after bedtime when we were playing and neither of us felt like we lost our train of thought during the interruptions.
Neither set up nor clean up are overly involved so it’s reasonable for one person to set the game up while the other puts the kiddos to bed…or gets ice cream while clean up happens
Our problem as parents is that this game is really long for the level of complexity. Our free time to game together is very limited, so if we want to play an hour+ game, our personal preference would be for a heavier game.
Who would like it?
This game has both tactics and engine building, but we’d say the people who will like it most would be the ones who love combat and head-to-head tactical games. Furtherance has a low barrier to entry and cool engine building, but if you don’t like the combat this won’t be as fun.
*See our rating scale on our site
This was a tough one for us to rate. The game itself was okay and we definitely think it will have an audience among people looking for a medium-ish weight tactical game. Our biggest issue was that in the grand scheme of similar weight games that we like, it wasn’t quite as fun for us. If a game has an important combat mechanism we want it to feel like the combat is able to push the game forward more than we were able to in this game (conquering, racking up points, gaining resources, etc). The pacing issue was partially fixed by always using 2 workers, so we’d always play it that way. Overall, it’s a solid game and a great start for Flannel Games.
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A review copy of Furtherance was provided by Flannel Games for this review.
From the designer of Forbidden Stars and the designer of Maximum Apocalypse comes Lawyer Up, an asymmetrical 2 player card game of courtroom drama.
Play as the noble prosecution or the steadfast defense in this small-box card game, featuring a murder case and an art forgery. Work with the evidence you have and convince jurors to your side by chaining arguments together as you square off in this game of Grishamesque dramatics. Also available: Witch Trials expansion, and a Godfather expansion, each with their own unique art style. Lovely looking stuff. Back it here.
⛳ 18 Holes is a golf game of knocking out of bounds on purpose. You craft the course, draft for clubs, and compete to beat each hole in this solo, competitive, or team game.
Whether in regular Stroke Play or a little something the designers call Chaos Golf, ⛳ 18 Holes looks like a ton of fun and you can back it here.
I love it when indie designers get on Kickstarter to finance their dreams, and that's just what Bez is doing with CATEGORICKELL; a team-based trivia-fueled tug of war game. How many countries can you name that start with S or G? How many composers? How many 5-letter words?
The CATEGORICKELL campaign comes with the full ELL deck of cards, which you can use to play games like Wibbell, the word game - Grabell, the dexterity game - Faybell, the storytelling game - and more. You can support this tiny little thing here.
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- Castles of Burgundy 20th Anniversary Edition Giveaway
Ends in 29 hours
Prize: 1 Copy of Castles of Burgundy 20th Anniversary Edition