A Nice Time – Little Town

I get told fairly often that my reviews are quite negative, so let’s have a nice time and talk about something nice.

Little Town is a worker placement and tile laying game for 2-4 players and takes about 45 minutes. Players draft building tiles and lay these out along the bottom of the board (there are set tiles to help on your first playthrough) along with the five wheat field tiles, to form a shop. Depending on player count, players get 2-4 objective cards, 3-5 workers pieces, 6-7 houses, and a humble 3 coins in their pockets.

Gameplay is fairly straightforward, in a turn, players may perform one of two actions: Gather and activate, or build a building. To gather and activate, place a worker on the board and they will collect resources from all diagonally or orthogonally adjacent spaces. The board itself (which is double-sided for variety) features a number of trees, mountains and lakes. Trees give wood, mountains yield stone, and lakes can be fished for food. Meanwhile buildings that are on the board will produce resources or victory points as shown on their tile, either directly, or in some form of resource trade. However, if you wish to activate a building you didn’t build yourself, you’ll need to pay a coin to the owner to do so.

To build a building, send a worker off to the building yard at the bottom of the board, pay the cost in resources on the tile you wish to construct. Then place that tile on a blank space, along with a little house to signify that it’s one you built. Additionally, building tiles show a star value, which are immediate victory points awarded when you construct it.

Once each player has sent all their workers out, it’s time to bring them home. At which point they will need to be fed. Each worker will need one food, be that wheat (from fields that have been built) or fish. Failure to feed workers will lose you three victory points each, as they air their displeasure with your leadership.

At any time you can complete an objective card you’ve met the requirements for and claim the victory points shown. Objectives are mostly very simple: have no money, build a building that costs x amount of wood, have twice as many food resources as workers, etc. Although, that’s not to say you might not just end up never quite completing these just depending how things play out.

Finally, move the round token one space and hand the first player token to the next player clockwise and start a new day. At the end of four rounds, add together any end game bonuses from tiles, and one point for every three coins in your coffers.

Little Town is absolutely charming. You’re making a nice town together, there’s plenty for everyone to share and at lower player counts you can almost build separate areas, away from your fellow players. It might be considered a game for children by some (recommended 10+), but there’s enough strategy in the selection of buildings and when (or if) to go for objective cards, to keep adults playing too. It’s not the crunchiest, deepest, most mind bending game in the world, but it doesn’t need to be. It’s just fun, and we could all do with some fun.

Pros:

  • Easy to learn
  • Plenty of variety thanks to the tile drafting
  • Very affordable

Cons:

  • May be too light-weight for some
  • It’s a small box that could be smaller as there’s plenty of empty space
  • Unusual colour selections for player pieces.

Final Score: 8/10

A Deeply Satisfying Box – Lords of Waterdeep

I’ll get to the game in a second, but first off I have to address something incredibly important about Lords of Waterdeep. The box is hugely satisfying. Everything has a place. Things not only fit there, but can be retrieved easily. This is easy to get out, helpful during play and a joy to pack away in a way that I don’t think I’ve ever found with any other game. It’s an impressive feat to make even the cleanup a joy.

Lords of Waterdeep a worker-placement game for 2-5 players, and plays in about an hour. It’s set in the Forgotten Realms universe, which you may know from Dungeons & Dragons. This is a city of intrigue where Lords hatch plots for political power, manipulating the citizenry with hidden strings.

I enjoy worker-placement games immensely, and LoW takes that formula and expands it in a really interesting way. At the start of the game, there are basic locations you can visit to gain money or intrigue, acquire details of quests, hire adventurers to meet in a tavern to send on those quests, and build new locations to expand the city.

New buildings are given the mark of the player who purchased them and each will grant them a benefit when the building is used by anyone (including themselves). This can create dilemmas for other players. They want to gain a bunch of wizards for a particular quest, but doing so will aid you in completing parties for your own quests.

Once you’ve recruited enough of the right types of adventurer, you can send them off and complete your quests. This could have simply a victory point benefit, an ongoing benefit, or it could be one of the two types of quest that your secretive Lord gains a benefit for at the end of the game.

If you send a representative to the harbour, you can play an intrigue card from your hand. These may grant you extra adventurers or some coin to grease the wheels of your various schemes. Many of these will not only benefit you, but also your fellow players (though there may be a cost to those that want to ride your coattails).

The game is played over eight rounds. At the fifth round everyone gets an additional meeple to play during future turns. By this time there will be enough new buildings that they have space to be placed. It’s all very well balanced. Once the final round is over, you add your Lord’s bonus points for completed quests to your total victory points and declare a victor (and then you pack it away and the box itself brings you further joy. Or maybe that last bit is just me).

This game is beautifully finished. The board is nicely illustrated (if a little lacking in colour), but in such a way as to still be very clear about key information. The cards are printed on really nice stock, all the art, from the box to the manual, to the cards is not only lovely, but consistent. The cubes are a nice size and weight, the money is heavy card stock, and the meeples are a good size and very pleasant colours. For a game this reasonably priced, it’s a top quality product.

Pros:

  • Really fun.
  • Plenty of replayability due to the amount of content.
  • Beautiful quality.

Cons:

  • Due to the background colour, quest cards aren’t the easiest to read.
  • The main board could do with some more vibrancy.

Final Score: 7/10

They Should – Tiny Epic Dinosaurs

I looooooove the Tiny Epic games from Gamelyn Games. Since my first (Tiny Epic Zombies) I’ve picked up three others for myself as well as another three as gifts for friends. The matching, small boxes, packed with tons of great gameplay are always a winner amongst boardgamers. My most recent arrival is the wonderfully vibrant Tiny Epic Dinosaurs.

The box art is fantastic, with its bold, bright colours, outside and in. The contents follows this beautifully with 70+ wooden dinosaurs, food and supply markers for each player (1-4), and a number of ranger meeples.

TED is a worker placement game with a modular board (the four cards can be flipped depending on the number of players to keep things balanced). Your goal is to score points by fulfilling public and private contracts. By buying certain dinosaurs in, you can work towards fulfilling a contract. However, you have to keep each species of dino separate on your tiny player board. Not only that, they’ll need a full enclosure, if your park has no walls, they could just wander off and drink out of some rando’s swimming pool.

The game is played in a number of sections, over multiple rounds. Gain supplies according to what icons are showing on your play mat. Then players take turns to place rangers to gain food, supplies, dinos, fences, items, unique dinos, move fences that are already on the player board, claim the first player token, or complete a contract.

Next you arrange your park, placing down fences and putting dinos in enclosures. This can get a little Tetris and there’s hard decisions to be made. Especially as you can’t move fences that were already placed, during this part of the game.

Once safely in their enclosures, you must feed each dino (failure to feed them leads to them breaking out and potentially eating eachother). And finally breeding any dinos where you have a pair in the same enclosure which also has enough space to house the newborn. This could be a good thing if you need more of that dinosaur, but they will need feeding.

Then you start all over again. Once 6 rounds are over, it’s time to tot up the final scores for the contracts you’ve completed and declare a winner.

While it sounds pretty simple, the limited space on the player boards can often leave you scratching your head as to the best choice of position for fences and dinos. On top of that, there’s the risk that when you take a dino from certain spaces on the main board, that you’ll roll a die and end up with an extra baby for free. This could be great, or a sudden mouth you’ll need to feed that will be more hassle than it’s worth. You must also consider which spaces on your player board that you cover, as this will stop you gaining the benefit of unoccupied squares.

Tiny Epic Dinosaurs is a lot of fun, but it’s a much slower and considered game than a lot of Gamelyn Games other entries.

Pros:

  • So many adorable, wooden pieces.
  • Great artwork throughout.
  • Surprisingly cerebral.

Cons:

  • One or two of my dinos are a little wonky so they don’t stand up, but that’s not the worst thing in a box of over 70.
  • It feels like there is a ‘best’ first move for whoever starts with the first player token.
  • I’m bad at it.

Final Score: 8/10