Latest / Pick Up and Deliver / 7th Continent; Fiction; The Gardens; Tussie Mussie
Transcript
- 0:08Welcome to pick up and deliver the podcast where I pick up my audio recorder
- 0:11as I step off the train and delivering episode to you while I walk home.
- 0:14I'm Brendan Riley. Well, good afternoon, listeners. It's a lovely
- 0:27day here in suburbans Chicago, temperatures in the high seventies, and I am
- 0:32walking home from the train. It's the first time walking home from the train
- 0:36since last May, and I am happy to be back recording for you on
- 0:40my normal schedule. As you know, it's ben I took a significant break,
- 0:46and so I have plenty of games to talk about. So every other
- 0:49or every third episode for quite a while is definitely going to be a board
- 0:54game Espresso Espresso. So let's get started. Board game Espresso Espresso is,
- 1:00of course the format in which I give brief discussion to three games I've tried
- 1:08for the first time recently and one game I revisited from the past. This
- 1:12is an opportunity to reflect on some games I've played, But do you keep
- 1:17in mind these are first impressions, so these are not games I've played even
- 1:23kind of a lot. Most of them are one or two plays only,
- 1:26and so you should take anything I say about them with a grain of salt.
- 1:30I will also remind you that I do I am part owner of a
- 1:34board game company, and so I guess technically I have incentive to downplay other
- 1:42board games. I'm not really sure what the bias exactly would be, but
- 1:47I do want you to know there might be some implicit bias there. All
- 1:51right, With that out of the way, let's chat about Seventh Continent.
- 1:57Seventh Continent is a game that I had heard about a lot in the year
- 2:00it came out, which I believe was twenty seventeen. It came out as
- 2:04part of a kickstarter and then has been kicking around ever since I played it
- 2:09as I picked it up using some birthday money as a game for my wife
- 2:16and I to play now that we are done with Sherlock Holmes Consulting Detective and
- 2:22similar games. The premise of Seventh Continent is that you are you went to
- 2:30a continent, and then you came back home and you found yourself cursed,
- 2:32so you have to go back and resolve the curse before time runs out.
- 2:37I think that's the premise. There are several different chapters of the game,
- 2:40and each chapter I think is a standalone thing that you play. We played
- 2:46and lost, so I don't really know how the second chapter works because we're
- 2:49gonna have to redo since we lost the first chapter. The gameplay is relatively
- 2:54simple. There are a whole bunch of cards that are all numbered, and
- 3:00you lay the cards out using iconography to figure out the way that the cards
- 3:06are laid out, and then you have a little marker to indicate where you
- 3:08are I think, and then you can resolve story beats by looking up numbers,
- 3:16which let you then read entries in a book, and though sometimes involved,
- 3:23you're drawing more cards as well. The game it's got to sort of
- 3:25choose your own adventure kind of style to it. There's not a ton of
- 3:30game here so much as it is an adventure story that involves choosing and reading
- 3:35things, although you do have to decide when to spend your relatively limited turns
- 3:38and resources. You can't just look at everything, as we found out in
- 3:42our first play. The art is nice but functional. It feels a little
- 3:47bit like the art from the much more recent game The Guild of Merchant Explorers.
- 3:53It's sort of line art with a slightly cartoonish vibe, or like animated
- 4:00vibe not cartoonish though, and the storyline is pretty interesting. There are some
- 4:05really neat art elements that you when you're looking at the cards you will notice
- 4:10things that you maybe didn't notice before. And as you interact with things,
- 4:14you then draw new cards that you put over the old cards to represent the
- 4:17changes in the world as you encounter them. All in all, it's a
- 4:21pretty neat system and I liked the story. In the first chapter, we
- 4:25did not do very well. I think we lost about two thirds of the
- 4:27way through, but I'm looking forward to trying it again sometime and seeing if
- 4:31we can do better on our next play. So that is Seventh Continent,
- 4:36published by Serious Pulp designers Ludovic Rowdy and Bruno Soter. All right, next
- 4:45up to talk about is Fiction. Fiction is a new publication from They used
- 4:49to be boardgametables dot Com. Now they are all play I think, and
- 4:56it was designed by Peter C. Hayward. We're going to know that name
- 4:59from. Oh, he's the person who designed That Time You Killed Me.
- 5:03That's the other game that he's best known for, although he has forty two
- 5:06entries on board game Geeks, so he may have other games. I've played
- 5:11anyhow, Fiction is most easily described as competitive wordle. In fiction, you
- 5:18have one player who is the clue giver, and the other players are all
- 5:21the guessers, and you have a wordle puzzle. I think it is actually
- 5:27identical to a whortle puzzle. I think it's five letters if I recall,
- 5:29and it might be nine guesses instead of seven, but otherwise it's pretty similar.
- 5:35And what you can do, or what you do is each turn you're
- 5:40going to take a guess, and at the beginning you get a category which
- 5:44helps you a little bit in terms of start at your starting point. And
- 5:46then you take a guess, and then you get the usual kinds of clues
- 5:51that you would get for wordle. You get this letter is in the puzzle
- 5:59and in the right spot. This letter is in the puzzle, but not
- 6:01in the right spot. These letters are not in the puzzle, that sort
- 6:03of thing. The big difference is each time the clue giver gives you an
- 6:08answer, they have to lie about something, so one of the answers is
- 6:13a lie in every single response. Now you get I think one or two
- 6:17truth tokens that you can use to put on a specific letter and have the
- 6:25true. Have the clue giver tell you of that letter is true or not,
- 6:28so you can kind of suss out a little bit where they're misleading you.
- 6:33Then basically the idea is as a group, you are going to do
- 6:35your best to find and guess the word that the clue giver is working with,
- 6:41and that's how you play fiction. This is a fine game. It
- 6:46taps into the shared shared deduction space and if you like word games like wordle,
- 6:54this one definitely would fit the bill for that. The art is passive,
- 7:00I mean, that's nothing special, but it's not unpleasant either. The
- 7:02theme is for some somehow around books, and so on your turn, you're
- 7:06gonna if you're the clue giver, you're gonna draw a couple of cards and
- 7:10choose one of them to be the category for the for the questions you're giving.
- 7:16If you get a chance to play fiction, I do recommend it.
- 7:18I'm not sure I would recommend buying it because it is so similar to wordle
- 7:23that it's basically just playing competitive wordle, which I like solving a wordle on
- 7:28my own. I don't know that I need to spend a lot of time
- 7:30talking it over with other people, but If that sounds fun to you,
- 7:33you should give it a try. That's fiction by designer Peter Hayward and all
- 7:38play games all right. I thought I would take a minute to talk about
- 7:41a game that I got out of the dust recently. I mentioned this a
- 7:45little bit a while ago on the July Top of the Stack podcast. This
- 7:49is Tussy Mussy. Tussy Musty is, of course and Elizabeth Elizabeth Hargrave game
- 7:55published by Button Shy and In Tussey Mussey, you play Victorian courtiers giving flowers
- 8:03to one another. If you read the instruction booklets a Tussi Mussy or and
- 8:09you're a dope about the Victorian traditions as I am, or perhaps you already
- 8:13know this. Victorians often gave flowers, and each flower was known to have
- 8:18a certain meaning, So giving a carnation meant something different than giving a red
- 8:22rose, which wants something different than giving a tulip. Each flower had its
- 8:26own meaning, and what flower you gave to somebody passed along a message.
- 8:33In the game of Tussi Mussy, you play players who are competing to earn
- 8:39points from taking and playing flower cards. Each turn, you're going to draw
- 8:48two cards. You're gonna put one face up and one face down, and
- 8:52then your opponent gets to pick which one of them they want to take,
- 8:54and they're going to keep it in the direction it is. So if you
- 8:58put a card face down and face up and they take the face down one,
- 9:01it says face down in there tableau. As far as I remember,
- 9:07a card being faced down just makes it harder to see. It doesn't affect
- 9:11it's scoring at all. I could be wrong, but I'm pretty sure you
- 9:16turn all the cards face up when it's time to score them, and then
- 9:18the idea is you just do that and until you go through the eighteen cards,
- 9:22or maybe half of the eighteen cards, and then you score however many
- 9:28cards you've gotten, and you get points for the different kinds of flowers each
- 9:31have a scoring condition on them that lets them score in a different way based
- 9:35on combination of flowers or flowers that you have, and so on. They
- 9:39did recent release an expansion wallet of modules for the game as well. I
- 9:43have not had an opportunity to try those, but we did play the base
- 9:48game of Tusty Mussy a couple times on our trip. This is a cute
- 9:50little game. I don't know that I would go out of my way to
- 9:52buy it again. But it is a nice what's the word of looking of
- 9:58our diversion from like Quicks or Lost Cities, which are our usual go to
- 10:01two player games. This gives you just a slightly different feeling and is pretty
- 10:07fun. So if you get a chance to try Tussi Mussy, I recommend
- 10:11that is my out of the dust game. Finally, the last game I
- 10:16want to talk about today is The Gardens. Now. The Gardens is a
- 10:22game from designers Matt Dunson and Brett Gilbert, whom you know I adore.
- 10:30They are best known perhaps for Elysium, but they have worked together on a
- 10:35number of different titles. I have their Chocolate Factory game, and I have
- 10:41Costa Rica which they published together. And I feel like I have one more
- 10:46game from them as well, oh Raids. So they have worked together quite
- 10:50a few times. I also have some games separately by one or the other
- 10:54of them. I believe that the Adventure Inc. Games are from Phil Walker
- 10:58Hard and Matt Matt Dunston. I believe so. In The Gardens you play
- 11:03Gardeners at Australia at the Sydney Botanical Gardens in Australia. That's the theme.
- 11:13You each have a single tile that you're going to use to lay out cards.
- 11:18It's similar to the starting board of Santa Monica. It's a long,
- 11:22thin tile that is about the width of a card, but it is hot
- 11:26taller than the card. In Santa Monica, the starting tile is double the
- 11:31height of a card. In the Gardens it's triple. So you have three
- 11:35rows of cards. In the game. There is a market of cards that
- 11:39get put out, and each turn you're going to take one card from the
- 11:45market. On your turn, you're going to take a card from the market,
- 11:48and you're going to add it either to the left or to the right
- 11:50of your board, and you're going to put it in the row that it
- 11:54belongs in. Each card definitely clearly goes in the top row of the middle
- 11:56row or the bottom row. You have to add it next any other cards
- 12:01that you've already got in that row. And there's a limit to how wide
- 12:03your board can be. I think it's maybe twelve cards on each side,
- 12:09so four columns deep on each side of your board. When you play the
- 12:15card, you then move the pedestrian in that row from where they are to
- 12:20where you put the card. If they pass any of the significant symbols on
- 12:24the card that you played, they score points. For instance, if I
- 12:28think there's ginko trees, there are ginko trees in one of the one of
- 12:33the things I think is ginko trees. I might be wrong about that,
- 12:35but let's say it is. So. If you take a Ginko tree card
- 12:39and put it in your garden, then the little pedestrian in that row moves
- 12:45from the card they're on to the new card you just played. If they
- 12:48pass any Ginko trees, then you score one point for each tree that they
- 12:52passed. There's also a different scoring mechanism for fountains, and a different one
- 12:56still for these little rivers that appear, and a different one still for benches
- 13:01and statues, and so there's a bunch of different ways that you score points
- 13:05during the game. Each round lasts three card takings until everyone has taken one
- 13:13card from each row and added it to their board. Once everyone has had
- 13:20three turns, then the next round occurs and you deal out another series of
- 13:26cards. The game is over once everyone has filled their tableau, and then
- 13:33there's some final game. There's some finals scoring for some of the different types.
- 13:39The Gardens is a beautiful, carefully stylish game, with really nice art
- 13:46and pretty solid graphic design. It's relatively simple as far as gameplay goes.
- 13:50I wouldn't necessarily say entry level, but very teachable, with a variety of
- 13:54different scoring conditions. There's a lot to grab onto, and you can kind
- 13:58of focus on one thing and sometimes you can get a lot of points from
- 14:01it, especially if you're competitors aren't paying attention to or don't care that you're
- 14:07focusing on one particular thing. There's a little bit of hate drafting involved in
- 14:13the game. You can see what other people are working on, and it's
- 14:16really easy to sabotage them. For instance, if someone else has taken a
- 14:20two vertical streams, one for the top row and one for the bottom row,
- 14:24you could take the last vertical stream for the middle and leave them without
- 14:26a connector, in which case they don't score points for those That kind of
- 14:30thing is relatively easy to do and pretty fun. All in all, The
- 14:33Gardens is an enjoyable game. I would put it in a sort of middle
- 14:37category, neither too hard nor too easy, enjoyably fun, and worth checking
- 14:43out. I'm not sure I'd recommend buying it side unseen, but definitely give
- 14:46it a play if you get a chance, or at least check it out
- 14:48at the store. Again. That's from Matt Dunstan and Brett Gilbert and Grail
- 14:52Games. Well, this brings me to the end of my podcast. I'm
- 14:58glad to be back, glad to be top in games with you. Hopefully
- 15:01this was a fun way to hear about a couple of new games I've been
- 15:03playing if i'd like, If you'd like to let me know what you've been
- 15:07playing, I would love to know. You can post those ideas on board
- 15:09game Geek and Guilt three two six nine. You could send me an email
- 15:13Brendan at Rattlebox Games or a message in board game Geek to Wombat nine two
- 15:18nine. Honestly, I'm probably more likely to see the Wombat nine two nine
- 15:20one that I'm not as attentive as my email as I should be. If
- 15:26you would like to play a game with me, I am Wombat nine two
- 15:28nine on Board game Arena and Ukata dot D. I'd be happy to play
- 15:33a game with you in either of those places, although I usually play asynchronously,
- 15:37so you will have to take turns well. I hope that this was
- 15:41enjoyable to you, and I hope that you've had a pleasant gaming week,
- 15:45and I look forward to next time I talk to you. I hope that
- 15:48your next walk is as pleasant as mine was. Bye Bye, Brought to
- 16:11you by Rattlebox