Skip to main content

Our Latest Article..

The Binding of Isaac: Four Souls - Card Game Review

The Binding of Isaac is a hugely successful videogame, and thanks to two extremely lucrative crowdfunding efforts that netted around $8 million, you could argue that its a highly successful card game as well. The videogame fits almost too perfectly into begin turned into cardboard, with its roguelike genetics being suited to the randomness of dungeon crawler, variable bonuses and and player powers sitting well within the tabletop realm. There's around eighty thousand people who have some kind of variation of the tabletop game. So surely its extremely good because well funded games are always amazing, aren't they.  I'm approaching this as someone who is away from the hype canoe sailing down the river rapids of marketing and excitement and so this is probably going to be dull in comparison. I'm also someone who is a fan of the game, and has spent many an hour running around randomly generated dungeons of blood and filth.  For those unfamiliar with the videogame, you play

Akropolis Board Game Review - Gigamic - Hachette Games

There's a skill to making a game as easy to play as possible. It is a road paved with traps and misdirection and distractions, where going down the wrong road can often lead to frustration, and in the worst case, a game not finding a way back to the table very soon. While I genuinely use my own opinions as the base for many reviews that I've produced in the last six years, when the people you are playing with are genuinely happy to have another round of a game with hesitation, you know that the designer must have succeeded in making huge inroads in making their effort accessibly playable. 


Akropolis from Giga Mic wants you to get laying tiles as quickly as possible. There are no punchboards to fiddle with, the quarry tokens are already bagged up. The tiles have printed on the back the number of players they should be used for. The rulebook is simple and straightforward to read through and understand. In your turn you pick from one of line of tiles, with the price increasing as you go up the line. You then place this tile in your own city. There's no rules to follow with regards to placement and your markets, barracks, temples, gardens and houses can be placed anywhere as long they connect to a previously laid tile. Even the boring grey quarry tiles have no set place to live. It seems all very simple and uninspired.


This is all turned on its head when it comes to scoring. While you can put your tiles wherever you want, if you want to score then you'll need to keep within the rules that each of the areas follow. The Barracks want to be at the edges of the city to protect them, while the temples need to be surrounded on all sides. Markets don't like to be next to other markets and you'll only score the largest group of houses you create. 


You'll need to have a plaza for each type of tile if you do want them to score. So now it becomes a spatial location puzzle and now that line of tiles that you were selecting from and buying from now becomes very important. All of a sudden Akropolis is pushing the player interaction, as you try to keep an eye on your own little city while trying to keep an eye on what's for sale and occasionally buying pieces to prevent other players from creating their own winning constructions. It builds on the foundation of simplicity and pushes you to consider how you are building out and up. 


Yes, I said up. In Akropolis you can add tiles on the top of the city you've laid before you. This allows you to replenish your quarry currency stone if you cover over a quarry tile, and double the value of the city piece that now sits on the new level. In your first game you're likely to build a small sprawling metropolis, but by the third and fourth game, you're concentrating your area and trying for verticality over spread. It will often lead to tough decisions where you'll often be balancing sacrificing losing points over a later on advantage down the line. I'm saying third and fourth here because you'll probably get through a game within fifteen minutes, and then you'll look at the other players and you'll start the set up for the next game while nodding and smiling. 


Akropolis manages the perfect mix of ease of learning, player interaction and tactics. Because of the randomness of the tiles, you have to keep on your toes with how you are going to play out a round. A winning combination that wins you in one game might be impossible to achieve in the next and you'll need adjust your layout accordingly. It gives a fairness to the game that holds up well down the line. While you can have a winning tactic, you'll need to see how the tiles are dealt out to see if you can use it and with only twelve rounds in a game, holding back will lead to panic and scrabbling for less rewarding combinations. The easy rules mean younger players can play while the depth of scoring means that even you're most hardy point salad connoisseur is going to like this. 

Akropolis is brilliant. If you get the chance to pick it up then do so. If you get the chance to play it then it's only fifteen minutes of your time to see how well designed a tile laying point scoring game can be. Well done to Jules Messaud for the design. Pauline Détraz has done a great job on the clear illustrations on the tiles. Fabulous stuff. 

You can find out more about Akropolis by visiting https://www.hachetteboardgames.co.uk/shop/gakr-en-akropolis-548

Designer - Jules Messaud 

Graphics - Pauline Détraz 


  This review is based on the final retail version of the game provided to us by games distributor Hachette Games. We were not paid for this review. We give a general overview of the gameplay and so not all of the mechanical aspects of the game may be mentioned.


Comments

Related Podcasts

Popular posts from this blog

Parks Board Game Review | Keymaster Games | Base Game Review

Taking slow methodical steps, taking your time, closing your eyes and breathing in slowly, taking in the smell of nature and the scenery and managing the sensory overload crashing over you with a pine freshness. Do that. Stop and breathe. Take it all in. Be at peace. You might be inclined to use the word 'majesty', and you wouldn't be blamed for feeling a slight sense of being overwhelmed, as once again you're reminded of how stupidly small you are in relation to everything around you. That no amount of preparation would help you if the uncontrolled environment decided to focus it's gaze entirely on you, to put you back in the food chain. You might think to yourself you could survive, but the reality is that you'd die of thirst before you died of boredom, and so we sanitise our touches with the grander examples of nature, by sticking to the path, and coming within touching distance enough to go ooh and ahh, like we are watching fireworks. Always behind a

Wee Toons Board Game Review - Alderac Entertainment Group - (Tiny Towns Review)

Fir aw the times yi hope yi end up gieing the chance tae look at summin braw and special and summit that the high heid yins are aw spraffing aboot, thurs aways the chaunce yi sit there thinkin, am a gieing it laldy here coz I am gettin tae ploy it? Sometimes yir better waitin until aw cont hiz calmed doon, and yi dinnae feel like some wydo is sitting aun yir shouldoor, checkin yir watch fir ya, and tutting like a radge.  Tiny Toon fae Alderac wiz such a game. In the past yi couldnae move fir sumwan chattin aboot it, stickin it oan lists and Twitching all oer tha innernet. Like, it wiz so gid tha it even wun tha top prize at Origins. Tha probbly ment tha heid bummer, Mr McPherson wiz toap man fir five minits in his hoose, so he goat the remote fir the telly, and was given the extra crunchy bit off the fish supper oan friday.  Tiny Toons is aboot wid an bricks an glass and stoan, and yir aw like the heid man makin the calls, tellin fowk wit tae build wi an they aw need tae follow yir lea

Empire Plateau Board Game Kickstarter Preview

This is the pre-production version, so the art, rules and mechanics may be subject to change over the next couple of months. Therefore please treat this as a first thoughts piece, based on version of the game that we were provided with. We have not been paid for the preview. We also do not provide a full play by play explanation of the game, so not all mechanics may be mentioned in the preview. So what have I done? I really don't know. I have a rule about reviews that I keep to myself which is very simple. Any designer that contacts me and says 'Well, it's like chess but..' I normally respond with a quiet thank you and then a polite decline. I want people to sell me the game because of what it is, not because they claim to have improved a game that is so in it's own category some people wouldn't even necessarily put it down as a board game. No, making the horsey jump an extra space isn't going to cut it, and no I like the prawns the way they are I thank you