Innovation: 3rd Edition Review - Controlled Tactical Chaos

OK, technically this is a bit of a cheat! Some very astute readers may have read the title and gone "hang on a minute, you've already done this game!". Of course that means you've read my reviews since 2014, so when I say "astute" I mean, maybe the one lifelong member that reads this blog! However that one person would be right, because I indeed already reviewed the IELLO version of Innovation 3 years ago - but I won't say my opinion of it, you'll have to read it to find out!

Asmadi however were the original creators of Innovation and they use a more abstract approach to their graphic design and styling, whereas IELLO was more artistic and colourful. Both have their pros and cons, but most people prefer the look of the IELLO version. Well now Asmadi recently did a Kickstarter for the Deluxe Edition of Innovation to co-incide with their 3rd Edition reprint. It seems that very little has changed from before though aside from a few keyword tweaks and some minor alterations to the graphic design.

It's however very difficult to get hold of the IELLO version any more and no more expansions will be coming from them. So if you want to play Innovation, you need to look at this new 3rd Edition. But should you? How has this game held up since 2014? Let's give this one another look. . .  


Designer: Carl Chudyk
Publisher: Asmadi
Age: 12+
Players: 2-4
Time: 30-60 Minutes
RRP: £19.99


From Board Game Geek

This game by Carl Chudyk is a journey through innovations from the stone age through modern times. Each player builds a civilization based on various technologies, ideas, and cultural advancements, all represented by cards. Each of these cards has a unique power which will allow further advancement, point scoring, or even attacking other civilizations. Be careful though, as other civilizations may be able to benefit from your ideas as well!
To win, you must score achievements, which you can attain by amassing points or by meeting certain criteria with the innovations you have built. Plan your civilization well, and outmanoeuvre your opponents, and with some luck you will achieve victory!


I MISS MY ARTWORK


OK, let's not beat about the bush here. Asmadi has always stood on the foundation of being pretty basic with their graphic design and artwork. IELLO for the 2nd Edition on the other hand want everything to be pretty and made a very colourful version. For the 3rd Edition, we're back to Asmadi's norm, but there have been some improvements on the graphic design and look over the original. It's clean and easy to tell what's what on each card, but yeah, unless you're a Splotter fan this aesthetic won't be appealing.

Being cleaner however does mean it's a little easier to teach. . . mostly. The rulebook is pretty clear on all the key rules with very good pictorial examples of the dogma effects and what it means to splay cards left, right and up. I also would like to give Asmadi special credit for including a couple pages at the end giving a good example of how to teach Innovation to new players. I've not seen that before and I think other publishers could benefit from this, especially those who just dump a giant rulebook for a heavy Euro on us and expect us to sort it out.

However they've stuck to their odd terminology for basic actions, which is a pain. For example instead of "Play" which IELLO used, we have "Meld". . . . .why? Was "Play" really that bad or do royalties get paid on using the word "Meld"? The player aids are enough to ensure that there isn't too much confusion though so we're not talking Netrunner levels of obscurity. But really obscure terminology is something publishers should be avoiding in their games now.




THERE IS NO STRATEGY, AND THAT'S GOOD


Many games will involve tactics, but usually give you the opportunity to have a strategic game plan from the word go. For example you could play a civilization game going full military, but how you get there might be influenced. Innovation is just pure tactics throughout. You cannot form a strategy in this game period. Try it and see. The way the dogma effects interact off the players prevents you from setting long term goals. You have to be able to adapt on the fly, react to your opponents tableau and seek opportunities when they come up. And I can't get enough of it. This kind of game sings to me, I don't have to plan a hundred turns in advance and I don't have to spend 3 hours of my life seeing if one particular strategy works or not.

The dogma effects are what make the game and every single card is unique. Don't worry about the thematic connection because it isn't here, but deciding on the best way to utilise these abilities is fun in itself. Do you want to use your Atomic Theory knowing that the opponent is also going to benefit? Will it be better for them than yourself? Do you fear attack because they are hogging all the crown symbols, if so, do you muster a defence or take the hit and retaliate with something else? You'll be surprised how many important decisions you'll make over the course of one game and the game will differ depending on what cards come out and when.

I wouldn't go as far as to call Innovation a "mean" game, but be aware that there are a mix of co-operative and aggressive dogma effects. And there's nothing but your own cards to stop the opponent from utilising an aggressive dogma over and over again if it benefits them each time. So if you're down and don't think of a solution, you may get kicked in the stomach again. Games are usually quick enough though that you're not feeling the after effects for too long and you may even get a chance to repay them for their less than friendly card play towards you.



BALANCING CHAOS



Some tweaks have been made to the cards for 3rd Edition, but these are all very minor changes - in fact you would probably have to pain-stakingly inspect each card from both editions in turn to spot them and a lot of them are mostly to do with wording/phrasing as opposed to a balance fix. Certainly don't feel you need to get this if you own a previous edition already. I do wish perhaps they would have made some of the special achievements easier to get as they can be quite tricky. Sadly there's no extra cards compared to previous editions so you will see the same ones popping up in subsequent games - be on the lookout for expansions to assist with that.

Games of Innovation are very quick generally especially between two players. 30-60 minutes is pretty accurate for game length, but be warned about including any slow players. The tactical nature of Innovation and all the effects lends itself to analysis paralysis and it is for this reason that I almost never play Innovation with 4 players unless everyone knows what they are doing and it's a team game, which surprisingly is actually a cool way to play as it reduces the amount of chaos slightly compared to 4 players out for themselves.

Essentially the more players you have, the more chaos that may ensue from dogma effects. This is quite fun to witness however and so I don't mind a 3 player game for that reason, but Innovation is always at its best with 2 players or 2 teams. If you think that 4 players is all you'll do, then you won't get the best out of this game.



VERDICT ON INNOVATION


I loved this game back in 2014 and I still do now. It's a highly underrated card game that is wonderfully tactical in nature and great for combo builders among us. Games play very differently and repeated plays lead to greater mastery over the cards - if like me you like having to adapt within a game without being punished for it, this is as perfect as you can get. The theme is non-existant, but for a game that is done with in less than 45-60 minutes, that's something I can put up with. It's an abstract card game through and through and should be approached as such.

The graphic design is decent, but it's not going to win any artwork awards ever. The IELLO version looks a lot more colourful and if you prefer that and can find a copy, I strongly recommend you grab it, but if you're happy with Asmadi's stark look that admittedly is a little cleaner, then by all means pick up the 3rd Edition which is in a much smaller box for added portability - though sleevers will be frustrated at the lack of spare space.

For card game fans, this is a must-buy. But if your opponent is even remotely prone to analysis paralysis, don't say I didn't warn you.




BROKEN RATING - 9 SPLAYED RED CARDS 




YOU WILL LIKE INNOVATION 3RD EDITION IF:


You want a thinky abstract card game that rewards regular play.


You're keen on having multiple ways to win during the game.


You love pure tactical games - you can't form a strategy here, you have to adapt.




YOU WILL NOT LIKE INNOVATION 3RD EDITION IF:


You can't stand the bland styling that Asmadi uses.


You aren't a fan of abstract card games - there's no theme here to go by.


You play with anyone remotely prone to analysis paralysis.


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Season 2 Episode 13 - SOLO (Part I)

Look what I've got for you! Recently the hosts of Every Night Is Game Night, also known as Jason Perez and Anthony Chatfield of Board Gamers Anonymous, invited me on for a Top Ten Solo Games collaboration. A really hard list to put together as I could have done a Top 30 really, but it had to be drilled down to 10.

It was great fun though and despite a tough time editing, there's a great show to be heard here. Part I will deal with the introductions and our list from 10 to 6. Part II released later this week will deal with 5 to 1 as well as some ideas from contributors and the Peoples Choice poll we put up on the Solo BoardGamers Facebook group. Sit back and enjoy, because this is a good one!



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Ethnos Review - The Fellowship Of Area Control

Hang on a second here. What's this game doing with Cool Mini or Not's (CMON) name on it? There's no miniatures. No fancy art. No giant price tag. What gives? That tends to be the MO for this publisher with some exceptions that tended to be ports from other countries - a bit like how Rio Grande Games used to bring direct ports over from Germany many years ago. And I've always had a hit or miss relationship with them. Their games look amazing on the table, but never seem to give me enough enjoyment to justify the expense or storage space and yes that includes Blood Rage (takes cover to dodge a few incoming spears). To be honest my favourite games with CMON's name on it have been their non-miniature based titles like Unusual Suspects and The Grizzled.

Ethnos is another title that really doesn't look like something they would publish and I'd barely even heard of it before its release, but the buzz for this game just went off the rails and yet for reasons we'll get to later, it really didn't look like much. And despite being a respected designer, I've not latched on to most of Paolo Mori's gameography (can we use that as a word?) But a skim of the rulebook revealed much promise. Could this be a turning point for the publisher in my eyes?



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Season 2 Episode 12 - PRE-EXPO

A quick broadcast today, just to go over my plans and schedule for the upcoming UK Games Expo on 2nd-4th June 2017. Where can you find me and what games am I likely to make a beeline for?



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Sentinels of the Multiverse Bonus Guest Review! - It's Time For Some Answers!

I should be ashamed! No not because of that.........or that......or that........ok I get it, I have a long list of potential reasons, you can stop now! But in this instance I know that despite having rated it as my "spoiler alert" #1 game on my Top 100 for two years in a row, I've never actually reviewed Sentinels of the Multiverse.

I did a quick review of one of the expansions and when Oblivaeon arrives I will no doubt do a full review, but never have I written my thoughts on why I love it so much. Well it's about time I did and I'm surprised I didn't do it sooner. Yes, you're not exactly going to be surprised by the rating I give it, but it's time you knew why and knowing what I look for in a great game, it might make more sense now.

But you can't read it here! This is my bonus review, a guest post on Zatu Game's blog website, where articles on a lot of different board game related topics are shown. I look forward to contributing more to the website in the future.




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Golem Arcana Guest Review - The Pen Is Mightier Than The Sword!

I’ve been an advocate for praising games that try to integrate apps within them and innovate to a new level. In recent years we’ve had fantastic implementations like X-COM and Mansions of Madness 2nd Edition setting the bar really high for future ideas. Previous to those we had Alchemists which did a fine job as well, though it was only “part” of the game and could have functioned without the app (though it would have been clunky and horrible to do so).
But we can’t forget what I believe to be the first game (or certainly one of the first) to really go full throttle in using an app to handle the majority of the tasks at hand, Golem Arcana. It tends to fly under the radar for most people, but occasionally this game crops up again and I felt it was time to see how one of the original innovators handled itself in the technological age.

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Arkham Horror LCG - Undimensioned And Unseen - You Go It Alone, You're Gonna Die!

10 out of 10 for the picture on the front of the pack alone. Can you imagine standing outside your house and seeing that looming over it? Got to love the Lovecraft universe for its creative horror imagery. Looks like all hell is beginning to break loose in Dunwich as we get closer to the final part of the saga.

Keeping to the previous format, these pack reviews are based on the scenario itself as well as my pick of decent, ridiculous or amusing cards from the player set. If you ever want to see the full player card list, you can check out Arkham.db, which has a comprehensive card list as well as quality deck lists posted by the Arkham LCG community - highly recommended.



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Mystic Vale: Vale of the Wild Review - Take A Drink Everytime Vale Is Mentioned

Not much to say here really. Mystic Vale was an innovative card-crafting game from 2016, which despite being good, had the flaw of not having enough cards present. We've had one expansion to date to address that issue and now we have a second. However on this occasion, it's not just a bunch of new cards. Now you have leaders to use as well, or to put it in gamer terms, player powers. An improvement, a detriment or will you barely even notice them? 

Also AEG - Stop naming your expansions using the same name as your base set. You don't need to include the word "vale" in everything, you'll just confuse buyers! 



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Season 2 Episode 11 - GAMERS

A tongue in cheek episode for you today before I head down to Devon for a week's break. We all love playing games with the community, but I'm sure all of us have that small list of gamer types that we would all avoid if we had the chance or perhaps that one personality trait just rubs you the wrong way.

So as a bit of fun, after I talk about some new appearances I'll be doing at conventions and on other podcasts, I'll give my "tongue in cheek" Top Ten Annoying Gamers.



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Yamatai Review - My Eyes!! The Beauty Overwhelms Me!

If I was to name my Top 5 Publishers, it would be a crime to not include Days of Wonder in the list. They don't produce a hundred games a year or demand a million bucks off Kickstarter for half a game. Instead they take their time and put the effort into making each one a solid hit. Now they may not appeal to everyone and not everything published by them is a financial hit (Cargo Noir, Rails & Sails, hello?), but the majority of the time, their games will hit it out of the park. They seem to cover all the bases of what a decent game should include without leaving out any glaring faults.

So as I said, they don't release many games a year, so when they do, I'm always keen to get stuck in and see if the trend continues. Which reminds me, does anyone own a copy of Relic Runners, I want to try that as well? As for their older games, they become so sought after on the secondary market it's unreal. I got very lucky in obtaining a copy of Cleopatra which I'm never getting rid of and if only I could find a reasonably priced copy of Coliseum somewhere (note I'm not keen on the look of the new one. . . )

So Yamatai is here and from the cover . . . . no idea what it's about. I hear rumours of it being a "thinky" Euro akin to the same levels as Five Tribes. Good start, I love Five Tribes. And it's obvious at first glance that it's going to look gorgeous on the board. And Bruno's name is on the cover, always a good sign! Let's set sail for the ancient country of Yamatai!


Designer: Bruno Cathala & Marc Paquien
Publisher: Days of Wonder
Age: 13+
Players: 2-4
Time: 60-120 Minutes
RRP: £49.99


From Board Game Geek

In Yamatai, 2-4 players compete to build palaces, torii, and their own buildings in the land of Yamatai. The game includes ten numbered action tiles, each showing one or more colored ships and with most showing a special action. You shuffle these tiles, place them in a row, then reveal one more than the number of players.
On a turn, each player chooses a tile, collects the depicted ships from the reserve, optionally buys or sells one ship, then places the ships on the board. The land has five entryways, and you must start from these points or place adjacent to ships already on the board. You can't branch the ships being placed, and if you place your first ship adjacent to another, then that first ship must be the same color as the adjacent one; otherwise you can place ships without regard to color.
After placing ships, you can either claim colored resources from land that you've touched with new ships this turn or build on one vacant space. To build, the space must have colored ships around it that match the ships depicted on one of the available building tiles. If you build a personal building that's connected to others you own, you receive money equal to the number of buildings.

You can bank one ship before the end of your turn, then you can use any three resources or a pair of matching resources to purchase a specialist, each of whom has a unique power.
After all players go, you shuffle the action tiles, place them face down in the row, then reveal enough tiles at the front of the line to set up for the next turn, with the turn order being determined by the numbers on the tiles that players chose the previous turn. Once you trigger one of the game-ending conditions — e.g., no ships of one color or no more specialists — you finish the round, then count points for buildings built, specialists hired, and money on hand.



LIKE A DISNEY PRINCESS PRODUCTION


Even in the rare occasions that Days of Wonder make a dud game, they always look great. Great is an understatement here, Yamatai is just simply beautiful to look at. The artwork depicting Japanese ships, people and culture is stunning and the box art alone is going to pull in anyone noticing it on a shelf. I would actually want that box art on a canvas print on my wall.

Components wise, again did you expect anything less than great? Chunky wooden buildings, thick tiles, coins etc. Though as a nitpick, can we stop printing coins where you have to poke out a really tiny centre, it's really annoying? What's wrong with a solid round circle? I also really like the rulebook itself. Not only is it colourful, but it includes a fully detailed setup diagram, some of the clearest rule descriptions ever and a full list of all the abilities from the fleet tiles and specialists for quick reference. Learning this game and teaching it is simply a breeze.

And to round it off, Days of Wonder in the last few years have come around on their inserts. Simple and made of plastic, but they hold everything you need in place, not too much to ask. Yamatai stores quickly and easily, but a word of warning. If you feel you're going to stack it on its side, consider keeping one or two of the punch boards handy on the top. Just like you did with Quadropolis (if you've not played that, check out my review, then give it a try).


NOT A CLONE!


Yamatai takes Days of Wonder out of its comfort zone again with a game that's fairly taxing on the brain when trying to separate out your options on any given turn. Five Tribes was a similar excursion, however let me make it clear now that Yamatai is NOT a clone of Five Tribes. It is of a similar weight level and you're trying to spot combos as they arise, but other than that they both play very differently and use different mechanics.

Now as thinky as it is, it's not overwhelming. We're not talking heavy strategy here, but you've got choices for picking your turn bonus, your turn order, your fleet of boats, the specialists you want, the buildings you can aim for, certainly plenty to consider before you even start thinking about what your opponents are doing. And of course you're juggling all this while adapting to how the board changes each round. You'll need a backup plan if someone blocks your way, but sometimes the enemy is your friend when you notice the ships they've laid out for you on that uninhabited island.

At no point does Yamatai feel clunky. It flows super smooth and your player board is a near flawless rules aid to the phases in your turn with iconography that's simple to understand. I say near flawless because the "optional/mandatory" symbol on Phase 3 is a little ambiguous, but to be honest, I've never seen a turn where someone didn't place boats so it's pretty irrelevant.

It requires a careful look to realise that the paths to victory aren't just simply "build or hire". Generally players will do a bit of everything, but focus on one specific archetype. What do you choose to build? A large group of standard buildings for money and game-end rush or the big prestige ones? Or maybe forget about them entirely until someone pops a Palace near you and you take advantage of the bonus points. And the Specialists are no different. You could go for mass hire, but some of them will provide bonus points for various things supporting your initial game plan.


YOU MUST HAVE X INTELLIGENCE. . . . . 


The challenge in Yamatai is being able to spot the best combos that can benefit you points wise from placing ships down. Similar to how you have to spot the best moves in Five Tribes. Of course the inherent risk of having multiple options available is that anyone who likes to min-max is going to cause some analysis paralysis (AP) if you're not careful. I would say this game doesn't fall victim to it as often, but still best to keep them away or include them only in 3 player setups. I was afraid when the rules said each player plays through all of their 5 phases before the next, but in reality they flow through pretty quickly if you plan your turn.

Without those AP players though, Yamatai scales pretty well. The style of game changes slightly with a 2 player affair being more strategic and a 4 player being more tactical (more players = greater change of board state basically), but all those modes play pretty well and you'd be surprised how quickly a 2 player game can finish. Even a 4 player should typically not take more than 90 minutes to finish after teaching the game, again as long as you keep those AP players away. I had one game taken 2 hours, but we had a very slow player present. You've got 4 different ways the game can end, two of which are more common/fast (player buildings running out and exhausting a ship pile) and two which essentially stop the game from dragging out too long (running out of buildings or specialist tiles).

In terms of variety, there could have been some more interesting standard buildings rather than just the trading post, which is really only worth building if you have a large group already. There's a good range of Specialists though for a base game and Yamatai could easily be expanded in the future. You don't need another mechanic Days of Wonder, just give us more buildings, specialists and maybe some alternate fleet tiles to change up each game.



VERDICT ON YAMATAI


They've done it again! Yamatai is another solid Euro game for Days of Wonder that shows that Five Tribes wasn't just a fluke when venturing out of their comfort zone. It's utterly beautiful on the table, always catching a passer by's attention and yet challenges your brain as any good "thinky" Euro should. However you should be wary of any players who suffer from analysis paralysis as they might drag this out a bit too long, though it's not as bad as Five Tribes "million options" approach.

Multiple paths to victory combined with tactical game play and flexible turn order/end-game triggers make this an entertaining experience and one which doesn't overstay its welcome especially with 2-3 players. Those who enjoy spotting clever combos out of nowhere will also appreciate the mix of strategy and tactics give here. And yet it can be fully taught in less than 15 minutes so you're quick to get stuck in.

It's not simply a Five Tribes clone, it's that same level of weight, but it's a completely different game in its own right. At gunpoint I'd give the slight edge to Yamatai on the grounds of being easier to teach and quicker to finish. But I'm keeping both in the collection, alongside many other examples of why Days of Wonder's business model of quality over quantity....works.





BROKEN RATING - 9 FLEETS OF RAINBOW COLOURED SHIPS






YOU WILL LIKE YAMATAI IF:


You want a really "thinky" Euro that offers multiple options for how to play.


You want something that looks truly beautiful on the table.


You want to be able to teach it really quickly and get stuck in.





YOU WILL NOT LIKE YAMATAI IF:


You know any AP players - there's plenty of scope for an AP player to drag this out.


You want a thematic experience - it's a beautiful theme, but it's pasted on.


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Carcassonne Amazonas Review - The Meeple Sleeps Tonight!

I've always been a defender of Carcassonne as one of the great Gateway games. You want a solid entry point into tile laying and basic Euro mechanics and victory points, there's few that do the job so well. It's had a fair few spin-off's over the years and I've had a hit and miss relationship with them. South Seas was excellent, Gold Rush not so much. And Star Wars.....really? I feel bad I'll never get a chance to play Carcassonne: The City as that looks so good, but it will never see print again and no-one in their right mind is selling it on the secondary market.

Amazonas had me intrigued though. Incorporating a racing aspect into a growing map sounded great and the jungle landscape would make for hopefully a nice pretty piece of art to look at. But it was getting mixed reviews, therefore I had to find out what's what. Can I reccomend this over the original or South Seas, or will this be solely for die-hard fans?



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