Latest / Pick Up and Deliver / Illiterati, Wormholes, Keystone: North America, Orleans (revisited)
Transcript
- 0:05Welcome to pick up and deliver the podcast where I pick up my audio recorder
- 0:08as I step off the train and deliver an episode to you while I walk
- 0:10home. I'm Brendan Riley. Good afternoon, listeners. It's a lovely day
- 0:23here in suburban Chicago. It's about five pm and it is dark as disco.
- 0:28It's December seventh today, which means I'm fifteen days out from the solstice.
- 0:34Giver take a day, which means that it gets dark as early as
- 0:37it gets For those of you not as far north as Chicago in the northern
- 0:42Hemisphere, it's already dark by four pm. And what a treat that is.
- 0:49Just kidding, it's kind of nice. The holidays are here, so
- 0:52people are putting out their holiday lights, mostly Christmas lights, but some other
- 0:57celebratory things. Maybe some people are planning to celebrate the solstice. Who knows
- 1:00Saturnalia is nigh. So with that in mind, I thought it's time to
- 1:06talk about some games that I've been playing. The last two episodes were not
- 1:10directly games I've been playing episodes. We had a reading episode and we had
- 1:14a Top of the Stack. So now it's time for a episode about what
- 1:19I've been playing. That's right, it's time for a board game Espresso triple
- 1:22shot. For those of you new to the podcast, board Game Espresso is
- 1:25a short review segment in which I talk about games I've tried for the first
- 1:27time and give them a brief first impressions overview. It's not a review,
- 1:34I haven't played the game well enough to really be able to review it,
- 1:37but rather just first impressions. So the first game I want to talk about
- 1:41it's called Illiterati. It was designed by Gary Alaka, Rob Chew, and
- 1:49John Kingo, illustrated by Audrey Jung, and published by Gap Closer Games.
- 1:55According to Board game Geek, this game has the vibe on the front sort
- 2:00of vaguely cartoony, drifting toward anime, but certainly not anime style, but
- 2:05it looks like it could. It's anime adjacent. Maybe The art style is
- 2:08crisp and like I said, a little cartoony. The characters or villains everyone.
- 2:14The art style reminds me a little bit of Victorian Masterminds if you remember
- 2:16that game, or even it's got even a hint of the sort of pilfolio
- 2:22style cyberpunk or steampunk element, except the characters are a little more chiseled,
- 2:29a little less rounded. Pilfolios characters tend to be kind of round in the
- 2:34way that they're drawn. But Illiterati is a cooperative real time word game.
- 2:38In the game, you play a group of people trying to restore books to
- 2:43the world because the world has become illiterate and there are squads of villains who
- 2:47are trying to destroy all books, so you're fans of books. The way
- 2:52the game works, you start with a hand of tiles that's visible to everybody,
- 2:55and each round you're going to draw some more tiles seven and then you
- 3:01and your teammates are aiming for a couple things. First, you're aiming to
- 3:06as a group, use as many of those tiles as you can to make
- 3:09words you have to. You're allowed to trade tiles or hand them to each
- 3:14other. It's a shared pool of tiles, and at the end of the
- 3:16round, you can only have a certain number of them left. They call
- 3:21that your library. If you're playing on easy, it's three letters. In
- 3:24a normal game it's two some of the time, and then there are rounds
- 3:28where you can't have any left, so you have to use as many of
- 3:31the letters as you can. That's your first priority. The only limit on
- 3:35that is no player can have more than eight words, So as you're passing
- 3:38tiles around and making words, you can't give them all the one person.
- 3:42We generally don't want to. But then the second thing is if you succeed
- 3:46at that goal of using all the letters, then players are allowed to bind
- 3:52books. And the way they do that is each player has a challenge in
- 3:54front of them. Some of the challenges are based on the content of words.
- 3:59Some of the challenges are based on the nature of words, so like
- 4:02the content of words would be like fast food restaurants, the nature of words
- 4:09would be like we want three words, where half the letters are vowels,
- 4:13and each player has one of these cards in front of them. And when
- 4:16you get to the end of the timer, which is three minutes I think
- 4:19three or four, then you examine. First you see did we succeed at
- 4:24the round? Did we use all the letters? If not, there's a
- 4:26process for taking a penalty, and you only get so many penalties per round,
- 4:30and then you are per game and then you lose. But assuming you
- 4:33pass the round, then you look at everyone's individual words and see did they
- 4:38meet the requirement, So like did they have a group of words with a
- 4:43total of eight or more letters that spell out the names of fast food restaurants.
- 4:47And within those eight or more letters, there are three letters that have
- 4:50a little gold star on them that would be an example of one of the
- 4:55requirements. So some of the letters have these four different colorful symbols on them.
- 5:00So not only are you trying to make words that fit your goal and
- 5:02make sure all the letters get used, you also need to make sure you
- 5:05have the right the letters in your words that have these symbols, or else
- 5:09you won't pass your thing. So in a round where you succeed, then
- 5:13everyone who passed their thing gets a new card, or you only have I
- 5:16think you do two cards each two challenges each in the easy game, four
- 5:21challenges each in the normal difficulty, and then it goes Actually it's normal and
- 5:26hard are the only two levels we played. I think there were four levels
- 5:29of difficulty though, And if you succeed at your challenge and you get a
- 5:32new one. Once you succeeded at the full number of challenges that you need
- 5:35to meet, then you are just helping other people. You can have update
- 5:40words and all that then after you've resolved challenges or not, you draw a
- 5:45villain card and they do something. They make people discard letters. They manipulate
- 5:49the board in some way, because the whole thing is the only time you're
- 5:51discarding any letters out of the pool is when you are meeting one of those
- 5:57challenge cards. When you meet a challenge card, you discard all of the
- 6:00words that you used to meet that requirement. Any other time, the letters
- 6:04that you use to make words stay in the pool and you can use them
- 6:08again next time, along with the new ones you're drawing. So you're constantly
- 6:11adding more letters to the pool, except when you can clear those challenges.
- 6:15And then the final round is once everybody's done enough challenges, there's one challenge
- 6:18that's put on the board that's harder, and all the players have to meet
- 6:21that challenge at the same time in a round where the team succeeded in order
- 6:28for the game to get over. And remember those enemies that I talked about,
- 6:30where you draw one enemy card per round, those get successfully more dangerous
- 6:33because there are five of each enemy in this deck, and I think there's
- 6:38eight total enemies, so it's like a forty card deck and there's five of
- 6:40each, and if you draw a second card of the same enemy, then
- 6:45both of the penalties on Then the penalty on that enemy card triggers, but
- 6:48so does the one on the previous card you drew, so over time,
- 6:51if you draw multiples of the same enemy, the penalties get more and more
- 6:56vicious as the game goes along. We had a lot of fun with Alliterati.
- 6:59I have played it probably five times. We played on both easy or
- 7:02normal and hard. On normal, we were able to win every time we
- 7:08played. I don't think we ever won on hard, so that's an interesting
- 7:13mix of challenges to face. Like I said, there's also very hard or
- 7:17expert or something. There's at least one other level that's harder than the one
- 7:20we couldn't beat. But I imagine as you played it over time, you'd
- 7:24get better and better at it. So that's good. Illiterati is pretty fun
- 7:28if you like word games. It's an interesting co op it's not something that
- 7:30you encounter all that often, and it's a good time. I really liked
- 7:34it. That's Illiterati. The next game I want to talk about is Wormholes.
- 7:39This is a game that got a lot of press when it came out,
- 7:42was published, or was covered pretty well. People seem to think it
- 7:46was pretty neat, And then I didn't hear that much more about it.
- 7:49I thought it sounded fun, but when I would see to the story,
- 7:51it would be like fifty dollars or something, and I'm like, I don't
- 7:55think I want to spend fifty dollars on that. I do like Peter McPherson
- 7:58as the designer. I do like his work. I think Tiny Towns is
- 8:03another of his, which is a game I really like. I should have
- 8:05looked that up beforehand, but whatever, so I was interested in the game.
- 8:09It's from AEG and they their games are never bad. There was at
- 8:13least decent. It had art by carrying Wong, who was in anybody I
- 8:16know. But the art art was pretty good. I mean, I like
- 8:20the look of it, but like I said, fifty dollars was too much
- 8:22for me. But then I was at Half Priced Books and they had it
- 8:26for nineteen used but whatever, nineteen. I was like, I'll give it
- 8:28a try for nineteen and I really liked it. We played it with our
- 8:31neighbors, so it was four of us playing. If you're not familiar with
- 8:35it at all, it's sort of a pick up and deliver game where you
- 8:39are shuttling resources and or you're shuttling passengers from one planet to another around the
- 8:45galaxy. The gimmick of the game is that each player gets five actually each
- 8:50player gets ten wormhole generators that are built in pairs. So the first tesday
- 8:54one on them, the second tes say two on them, and so on
- 8:56up to five, and on your turn you can drop a wormhole generator or
- 9:03even two wormhole generators whenever you like. There are some limits about how many
- 9:07can be placed where, but generally you can drop a wormhole generator wherever you
- 9:11like, and then thereafter, in order to move from one part of the
- 9:18Solar System to another, you just move on to your wormhole generator and you
- 9:20pop out the other side without using any movement. It's a really neat mechanism
- 9:24that makes the travel in the game extend dramatically, even though the actual number
- 9:31of spaces you're allowed to move is not getting that much bigger. And the
- 9:35Greek gimmick of the game is that everybody has these wormholes and they're all dropping
- 9:39them all over the place so they can move around the galaxy faster. And
- 9:43the thing is you can use other people's wormholes too. When you use someone
- 9:46else's wormhole, they get a point, but they're you're not paying them the
- 9:50point. They get the point from the bank. And so there's a thing
- 9:52where like, well, if I use this word, if I use their
- 9:54wormhole, I can go get a five I can deliver a five point card.
- 10:00Sure, I'll give them a point in order to save me having to
- 10:03do the work of laying that down. It's a really neat game. It's
- 10:07not incredibly dense. It's relatively easy to learn. It takes about an hour
- 10:13to play, maybe a little less, and I think there's a lot of
- 10:16space to get better at it. On our first game, I did not
- 10:20do very well, but that's okay. But I think there's a lot of
- 10:22room as we play it more to get the hang of it, to understand
- 10:26how the pieces fit together. And I'm really excited to continue trying it.
- 10:31It's definitely gonna stay in my collection for a while, so I'm happy to
- 10:35have had it, and i'd love to hear if you've played at what you
- 10:39think. Is this a game that holds up to lots of plays. I
- 10:41think it's going to hold up to at least a few before I'll want to
- 10:46move it along. So that's Wormholes, published by EEG, designed by Peter
- 10:50McPherson. One of the things I like to do during these board game espresso
- 10:54episodes is I like to address one game that I've gotten out of the dust.
- 10:58A dusty game is one that we haven't play in a year, or
- 11:00more so metaphorically, it sits on yourself so long it becomes dusty. Today's
- 11:05dusty game is one of my favorites. It is Orleans. This classic from
- 11:09Reiner Stockhausen, originally published by Tasty Minstrel Games with art from Clemens Franz,
- 11:15is now available at from DLP and Capstone. I believe, as far as
- 11:18I know, the Capstone edition is essentially the same as the Tasty Minstrual edition
- 11:24was. I don't think that they have changed it. In Orleans, you
- 11:26play a medieval merchant trying to build up your community and make as much money
- 11:33and prestige as you can. The game has this great mechanism. It's a
- 11:37bag pull mechanism. You have a bag full of tokens and on your turn
- 11:41you're gonna pull tokens out of the bag. And the then you use them
- 11:48in a variety of action spaces. I'm not going to go into it too
- 11:52much. Either you've played Orleans or you haven't. If you're interested, go
- 11:54to the show notes. I will have a link to my deep dive on
- 11:56Orleans so you can get learn more about it. I don't need to talk
- 12:01about it here, but I will say, returning to it from over a
- 12:03year, I like it a lot. I like it just as much as
- 12:07I liked it before. It is constantly battling in my mind with Altaplano,
- 12:11which, as you know, when I play Altiplano that I come away from
- 12:15that going man. I like Altiplano a lot, maybe even more than Orleons,
- 12:18and every time I play Orleons that makes me want to play it again.
- 12:22And I have the Invasion expansion, which includes a co op mode,
- 12:24and I really like to try that. I keep not getting it out of
- 12:28the table, but I am going too soon because I really like that game
- 12:31and I want to. I also do have a number of other Orleans products.
- 12:33I have Orleons Stories, and I have the Joan of Arc the Orleans
- 12:39Rolling Right, both unplayed, so plenty of that to go around. If
- 12:43I decide I want to play more. There's also the Orleans Plague game that
- 12:48just came out recently, and so I'll be picking that up. I'm sure.
- 12:54Part of what's really fun about it is you get your as you go
- 12:58along, you're buying these tokens that it works kind of like a deck builder
- 13:01a little bit. In the it's random which tokens you're going to get out
- 13:05of the bag and what you're going to get for them, and so you're
- 13:09sort of tactically trying to maximize what you get from your play, but you're
- 13:16also trying to decide, like when do I start spending these tokens I've been
- 13:20getting, because throughout the first half of the game, you're getting all these
- 13:24tokens and pretty soon you're sort of drowning them that you can't draw them fast
- 13:26enough. And then one of the things you can do is you can send
- 13:30your tokens to the town hall, which sends them to this market spot where
- 13:33they where you get points for spending them, and then you don't get them
- 13:41back, like they're permanently gone. Oh that was fun. I just saw
- 13:45a couple who are like seeing each other on the way out, like as
- 13:46one of them pulled up the other pulled out of the driveway, and they
- 13:50just beated at each other and moved right along. That was fun. And
- 13:54then the game has a number of scoring conditions, but one of the big
- 13:56ones is you move your marker up this one scoring track and then you get
- 14:00points for all of the merchant houses you built and for all of the scoring
- 14:03tokens that you got. It is a kind of dusty euro thematically, but
- 14:07it is really good and I really like Orleons, and every time I play
- 14:11it, I want to play it more. That's Orleons from Reiner Stockhausen.
- 14:15Finally, the last new game I played that I want to talk about is
- 14:18Keystone North America. Keystone North America is a game from Rose Gauntlet Entertainment designed
- 14:24by Isaac Vega and Jeffrey Joyce, with art by Ibram Ibidi and two other
- 14:33people. It is a beautiful game about the Keystone National wetlands or national park
- 14:39or something. It's about a specific or no, no, sorry, it's
- 14:43about Keystone species. So the idea is that you're accumulating these ecosystems and you
- 14:48get extra points if you acquire the Keystone species, which you put in your
- 14:54grid. Now, ultimately it's like it's a tile placement game or a card
- 14:58placement game, where you're drawing these cards and you're putting them into this grid
- 15:03and in the grid, these cards meet specific requirements. Essentially, they have
- 15:09habitats that match, and they have numbers that go in order either one to
- 15:13four or four or one to five or five to one. And what you're
- 15:16trying to do is put them matching cards with matching habitats in order in Rosen
- 15:22columns, and you can adjust the Rosen columns, but ultimately you're trying to
- 15:28get as many of them to fit as you can. You also have these
- 15:30scoring conditions that you're trying to do to get extra points, and you're drafting
- 15:35from tiles. In gameplay, it feels very similar to something like Calico because
- 15:41the game has a sort of condensed play space that's easy to it's easy to
- 15:48find, difficult to fill, or it's tricky to get just right. The
- 15:52art is beautiful, lots of animals to admire. The gameplay is relatively easy,
- 15:56but the scoring conditions are rather complex. The scoring takes a little while.
- 16:00It reminds me of Cascadia in that way, but all in all,
- 16:04Keystone North America is pretty fun. Would now I would say putting it into
- 16:08the neighborhood of Kascadia and Calico and maybe you know, bordering on something like
- 16:18Wingspan, it's not as good as any of those. I think it's fun
- 16:22and fine. My family likes it. This is another one I borrowed from
- 16:26the X y Z game Library, and I'm gonna hold on to for a
- 16:29while. We're going to keep playing it for a bit. But I certainly
- 16:30don't feel the need to go buy it, and I don't think it's a
- 16:33game that I think if I sort of forgot about it, I don't see
- 16:37people asking for it a lot. It's amusing and decently. It's well made,
- 16:41but just doesn't break new ground in a way that is captivating nonetheless enjoyable.
- 16:48If you get a chance to play it, I would definitely recommend and
- 16:49maybe it'll maybe it'll fit a niche for you that it doesn't for me,
- 16:52and really knock it out of the park. That's Keystone North America from Rose
- 16:56Gauntlet Games. Jeffrey Joyce and Isaac Big are our designers. So what have
- 17:02you been playing lately? I've now reached my home so I'm about to sign
- 17:04off, but I'd love to hear from you. If you head over to
- 17:07board game Geek and enter guild three two sixty nine, you'll find a forum
- 17:11for Pickup and Deliver, and I would love it if you'd post there and
- 17:14let me know what you've been playing. I look forward to hearing from you.
- 17:18If you want to send me a message directly, you can email me
- 17:21at Rattlebox Game Brendan at rattleboxgames dot com, or you can send me a
- 17:25message on Board game Geek. Wombat nine two nine is my user name there.
- 17:29Thanks for joining me in my walk today. I hope that your next
- 17:30block is as pleasant as mind was. Bybye, Brought to you by rattle Box yeh