Martin Wallace, Mysterium, and Broom Service Gets the Cards

Well, 2016 is already shaping up to be a good year for releases and we’ve got more to add to the list!

Venerable designer Martin Wallace is first up in the news as he dips his toes into the fantasy realm with Via Nebula, from Space Cowboys:

[well]

vianebulaCrafters, builders and carriers — your help is needed to dispel the mists of Nebula! The people of the valley will reward you handsomely if you harvest and exploit our many resources, open paths through the mists, and help our settlers build new structures. Cooperate temporarily with other builders in order to create paths and share goods, but do not forget your own objectives. Will you have a statue erected in your honor on the Nebula City plaza?

A game of Via Nebula starts with a board showing a hexagonal grid, some production sites with a few available resources on them (wood, stone, wheat, and pigs), building sites in various areas scattered over the whole board, and a lot of mist.

Turn after turn, players have two actions at their disposal from these options: They may clear the mist of a hex to create new paths of transportation, open new production sites, open a building site in a city, carry resources from any production site to their own building sites, and, of course, achieve a construction. Resources and paths through the mist may be used by all the players. This initially induces a kind of cooperation, but eventually other players will take advantage of your actions!

To achieve a construction, you fulfill a contract on one of your cards. You start the game with two contracts, and four more contracts are available for all players to see and use on a first come, first served basis — and that’s where the cooperation abruptly stops. Additionally, most contracts have special powers that are triggered on completion.

The game ends when a player finishes a fifth building. Opponents each take two final actions, then players score based on the number of cleared hexes and opened production sites and the point value of their contracts, with a bonus for the player who ended the game.

[/well]


 

Next up we have a little blurb on an expansion for one of the biggest hits of 2015 with Mysterium: Hidden Signs:

[well]

hiddensignsThey thought the secret of Warwick mansion had been solved and the spirit had found peace, but now new signs have emerged that were previously hidden. New suspects, places, and objects that do not fit into the picture — and the presence of the ghost is strong once again.

In Mysterium: Hidden Signs, the spiritualists must return to the old mansion and investigate these disturbing visions. Will they understand all the instructions this time and give the ghost its final rest?

 

 

 

[/well]


Finally, a game we don’t have a ton of information about with Broom Service: The Card Game. My first thought when I heard about this one was “Wait…wouldn’t that make it Witch’s Brew all over again?” But apparently not. I had a brief exchange with designer Alexander Pfister on Twitter where he said:

 

Sounds like this one will be different enough to not wind up another duplicate in the collection. Alexander also went on to say that the price point will be low, so it should be worth checking out!

bscg

Board Everyday Podcast #2 – Mombasa and Other Post-It Notes

Today on the Board Everyday podcast:

– We review Mombasa, by Alexander Pfister.
– Wizards of the Coast shows us the “right” way to handle fan created content.
– Games to avoid when trying to bring people into the hobby.

[soundcloud url=”https://api.soundcloud.com/tracks/243225134″ params=”auto_play=false&hide_related=false&show_comments=true&show_user=true&show_reposts=false&visual=true” width=”100%” height=”450″ iframe=”true” /]

Review: Mombasa

In the days leading up to BGG.CON I always take some time to make a list of the games I’d like to try while I’m there. Sometimes I get to quite a few of them, sometimes I miss most. This year I was intrigued by some things I’d heard about one of the new Essen releases. It seemed to do a lot of different things…but would it do them well? Well, one morning I got to find out. Spoiler alert!! It’s good…

mombasa2Mombasa, by Alexander Pfister, is a game for 2-4 players that runs anywhere from 75 – 150 minutes for play time. This number will actually vary quite a bit depending on player count and experience, as we’ve completed a 3 player game in about an hour minus the setup.

In Mombasa, players are investors trying to maximize profits by acquiring shares of the four companies: Cape Town, Cairo, Saint-Louis, and Mombasa. Along with these publicly available company shares, each player can invest in their own diamond stocks and engage in “clever bookkeeping”.

Each player starts with a deck of 10 cards, three of which are unavailable to start the game. At the beginning of each round, players will choose three cards and place them face down in the the three card “slots” below their player board. Once everyone has chosen their cards, all players reveal their cards and the start player begins the action phase.

During the action phase, players may use their cards to take the following actions:

  • Use goods to buy new cards and/or invest in a company
  • Use expansions cards (lovingly called “helmets” by us) to expand any one company across the map
  • Take a bookkeeping action to further progress on their bookkeeping track and purchase more books
  • Use a diamond merchant to invest in their diamond track

Along with the cards, there are bonus actions available as well. Players will have 2 or 3 bonus markers, and depending on the share tracks used, may be able to acquire more. These markers can be used to take actions which will do anything from rewarding the player with the most of a given resource to allowing them to use coins instead of goods when purchasing new cards. This is also how the first player marker changes hands.

After seven rounds, the game ends and your score is tallied based on the amount of money you have, your progress on the bookkeeping and diamond tracks, and the value of each share that you possess in a given company. The player with the most points wins!

mombasa3Speaking of points, let’s talk for a minute about how the value of each company’s shares are calculated. Each company has their own headquarters, one on each side of the board. These headquarters are laid out in a small grid, three spaces wide and five spaces high. Each space, at the start of the game, has a trading post. As the expansion action is taken, players will move these trading posts out onto the board, which will expose one of the fifteen spots in the company headquarters.

On nine of these fifteen spots, in rows one, three, and five, you will see either one (on the first and third row spots) or two coins. At the end of the game a company’s value per stock is based on the amount of exposed coins. Of course, it isn’t as simple as just expanding a company and calling it a day…because hostile takeovers are a very real thing and you’ll see a trading post get returned to their respective companies multiple times as the game proceeds. Thus the value of each share will rise and fall accordingly.

There are caveats to all of this. See, when you are pulling a trading post out to put on the board, you can’t just pick and choose which one you want to use. You pick a column and then pull the trading post closest to the main board. Then if you’re adding a second one, you do the same thing – pick a column, pull the closest to the main board. So you have a choice: either proceed in a horizontal fashion, or go vertically down through the same column…or mix and match. One way will bump the stock price up quickly; the spots in the first row all have coins, after all. But heading down the column has advantages as well. Even though you will hit “dead spots” where there aren’t any coins, there is that double coin spot at the very bottom. And those are special, as we’ll see.

Conversely, when a trading post is to be returned to the company, you pick a column and slide it all the way down that column to the last open spot. Unless, that is, the last open spot is the double coin slot. Once that has been uncovered it can never be covered up again. See? Told you they were special. So each time you expand you have a choice to try to drive the stock price up quickly, or to go for that permanent value at the bottom.

In fact, this aspect of choice is a driving force throughout the entirety of Mombasa.

mombasa7Perhaps the most unique aspect of the game is the way that the cards are handled. To start, all players have three cards resting at the top of their player board. These are, appropriately, “resting decks”. Each resting deck sits right above one of the card slots that your current cards occupy. After your turn has ended, it’s time to move those cards from your current slots into your resting deck. But before you do? Pick up one of your resting piles and put that back into your hand. Then you move the cards just used up to the piles which are directly above the slots they were played into.

With this card mechanic, Mombasa brings another element of planning to the…um…planning phase. Not only do you have to consider the three cards that you get to play this turn, but you have to think about when you are going to want to play them again…and you’ll have to look at your resting decks (they are splayed so you can always see what’s there) to determine which pile will come back to you at the right time. Make a mistake with this and you will have to suffer through mismatched cards which hamper your ability to do…well, everything.

Of course, three slots can be pretty limiting, so you need to choose your cards wisely. Or you can work on the diamond and bookkeeping tracks, because once you make it past certain points on each one of those tracks? You get the option to play an extra card. Making it post these milestones on both tracks will give you access to five card slots instead of three. This, especially late in the game, can be huge. But be careful when you use this – with four or five resting decks and only seven turns? You’re pretty much sacrificing those cards as you’ll never see them again.

mombasa1As you log more and more plays of Mombasa, you’ll find that you wind up playing the other players when you select your cards. You know that Sally has been playing bananas all night, but you’ve got three banana cards which might be able to snag that bonus…as long as she doesn’t play hers as well. Keeping an eye on your opponents resting decks and choosing which actions to take when? That’s most of the game, right there. More often than not you’ll find yourself modifying your strategy based on your position in turn order and what your opponents reveal.

Remember how I said that choice really drives this game? Well, it’s not just simple choices like “which cards do I play” and “how should I expand this company”. Don’t get me wrong those choices exist, but they aren’t the crux of everything. The heart in Mombasa lies in the difference between a linear, incremental measurement system and a milestone based one. Let me explain.

Look at the company headquarters. You’ve got 15 spaces, only 9 of which mean anything to you. One way or another you’re going to have to burn through the chaff to get to the wheat. On each company’s share track, one step up doesn’t equal an increase in shares by one…you have to hit the next milestone, the next checkpoint if you will, before that happens. Scoring for the bookkeeping track and the diamond stocks? Milestone based. It make take you three or four moves on either before you actually see an increase in points.

This milestone based system of providing scoring opportunities takes an already great game and brings it into the fantastic realm. Maximizing your actions becomes even more important because you can’t just bank a point or two. Toss some goods at one of the share tracks and then never get back to it? Those are wasted. Buy books past a reachable milestone? Wasted. Mombasa walks a fine line between making the player commit to a scoring path and forcing people to diversify their holdings…but tends to not reward those that spread things out too thinly.

mombasa6My only criticisms of this game are minor. The iconography on the bookkeeping tokens are tiny. If you’re sitting right in front of them you’ll be fine, but otherwise you may find yourself stretching over the table to read what they are. The books look great, and make a very nice image when placed on your player board, but visibility from across the table can be tough.

And this game doesn’t really scale well. Given the nature of the area control element, you could easily find that a two or three player game will have one or two companies which control the board and the others wind up neglected. Not that this is the end of the world, but it does cut a lot of the depth out of the game. I’ll go right ahead and say that I would not play this game with only two.

Whenever I see a game that mixes several different game mechanics, I tend to be a little hesitant. I’ve played more than one game that tried to do too many things – and wound up “half-assing” more than one of them. The elements felt more like afterthoughts, or that the designer really wanted a worker placement element in a game that didn’t need one to begin with.

Mombasa has several different mechanics here: area control, stock holding, worker placement, hand management, and even a touch of card drafting. And not only are they all well done, they mesh together to form a brilliant game which is going to give you a different experience each time you play. We haven’t even touched on the fact that each share track is double sided which can open up even more opportunities.

Alexander Pfister has a hit here, make no doubt about it. This game will provide four players with deep gameplay and clever mechanics and leave them wanting more.