Devir Archives - Punchboard https://mail.punchboard.co.uk/tag/devir/ Board game reviews & previews Sun, 06 Feb 2022 18:59:02 +0000 en-GB hourly 1 https://wordpress.org/?v=6.7.1 https://punchboard.co.uk/wp-content/uploads/2021/06/pale-yellow-greenAsset-13-150x150.png Devir Archives - Punchboard https://mail.punchboard.co.uk/tag/devir/ 32 32 Mazescape Labyrinthos Review https://punchboard.co.uk/mazescape-labyrinthos-review/ https://punchboard.co.uk/mazescape-labyrinthos-review/#respond Mon, 21 Jun 2021 08:12:28 +0000 http://punchboard.co.uk/?p=1583 Daedalus built the famous Labyrinth, used to imprison the Minotaur. Mazescape Labyrinthos drops you into a maze more devious than anything the Minotaur faced.

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You might remember Icarus from Greek mythology, who flew too close to the sun and melted his wax-covered wings. What you might not remember from that story, is that Icarus’ dad was Daedalus, and being an inventive chap, he made Icarus’ wings. He also built the famous Labyrinth, used to imprison the Minotaur. Mazescape Labyrinthos drops you into a series of mazes more devious than anything the Minotaur faced.

The Mazescape games, from publishers Devir and Kosmos Games, are a series of small box games. They’re designed to be played solo, and use a novel game system. Each level of the game is a piece of paper, folded up like a map. Your aim in each level is to navigate the ever-changing maze, visiting as many of the collectibles as possible, before finally heading to the impossible triangle at the end of the maze.

impossible triangle
Fun fact: the impossible triangle is also known as a Penrose triangle

Stick to it

How you navigate the maze is what makes this game different to any I’ve played before. The map/maze starts folded up, and you press the end of the included stick on the starting point. From there, you just trace a path along any white path, following any tunnels or stairs, but never taking the stick off the paper.

unfolded page
Here you can see one side of the page fully unfolded, while the other side is still folded

This doesn’t get you very far before you hit a dead end, or the edge of the paper, so what then? When that happens you unfold or refold a part of the paper and retrace your steps onto a new part of the crazy maze. Mazescape’s maps will see you folding horizontally and vertically, inside and out, but never lifting your stick off the path. If you’ve ever played the mobile game Monument Valley, you’ll know how these paths works.

If you want to see how it works for yourself, there’s an online version you can play right now, by clicking here.

What a tangled web we weave

There’s really not much more to Mazescape Labyrinthos. Pick a map, get going, and see how quickly and thoroughly you can solve it. The mazes start fairly easy, but by the time you get to the seventh – and final – sheet, you’re in for a stiff challenge, especially if you want to tick off all the collectibles on the included checklists. If you don’t like mazes, this probably isn’t a game for you, but if you enjoy exercising your little grey cells, you’ll find these puzzles really engaging.

mazescape page example
An example of the paths, ramps, stairs and arches you’ll navigate

It’s not a massively deep, or long-lasting game, but it’s not competing for that space on your shelf. It’s the sort of thing you could take to the pub, or your parents’ house, and spend an hour exercising your brain. You’ll find yourself telling yourself little stories – “I need to get here, and to get there I need to go here first, but how do I get there?” – and trying to reverse-engineer the parts of the maze you want to get to. By the time you finish one of the more difficult mazes, you’ll feel mentally drained, but very pleased with yourself.

Mazescape Labyrinthos is a really unique little game. I’ve never played anything else even remotely like it, and when I did some detective work online, the closest thing I could find was Friedemann Friese’s Folders. Amazingly, the two games were developed concurrently on opposite sides of the world. Mazescape’s designers in Chile, however, created a much more involved, and polished game.

Final thoughts

I think there’s a wide range of people that Mazescape will appeal to, and that group of people includes gamers and non-gamers alike. It would make an excellent backpack game for a weekend’s camping, or a gift for someone who likes puzzles. I really like the fact that there’s no setup and tear-down time, and that I can easily play a maze or two inside half an hour. You’ll glimpse the end of the maze and things you need to find as you’re folding the pages back and forth, teasing you, compelling you to complete it.

The graphic design is great, and the concept and execution is very clever. The satisfaction you’ll take from finishing each maze is a great feeling. Just remember that these are quick-fix games, designed to be played casually and quickly, by yourself. If you’re looking for a game you’re going to get hours and hours of involved play from, get yourself something else from Devir’s catalogue, like the excellent The Red Cathedral.

If you want something a bit different however, something to fill a special niche, or if you’re looking for a gift for the gamer who (probably) has everything, Mazescape Labyrinthos is a great choice. Especially when you consider it’s only going to set you back just over £10. What a clever, unique little game. Top stuff.

Review copy kindly provided by Kosmos Games. Thoughts and opinions are my own.

mazescape box art

Mazescape Labyrinthos (2021)

Designers: Pablo Céspedes, Víctor Hugo Cisternas
Publisher: Devir Games
Art: Ivana Gahona
Players: 1
Playing time: 5-90 mins

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La Viña Review https://punchboard.co.uk/review-la-vina/ https://punchboard.co.uk/review-la-vina/#respond Mon, 26 Apr 2021 10:33:46 +0000 http://punchboard.co.uk/?p=1168 Ever fancied yourself as the owner of a vineyard? You're in luck. La Viña is a card game from Devir Games, where players compete to get the best grape yield from an abandoned vineyard, and turn it into wine. The player who does best, inherits the vineyard!

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Ever fancied yourself as the owner of a vineyard? You’re in luck. La Viña is a card game from Devir Games, where players compete to get the best grape yield from an abandoned vineyard, and turn it into wine. The player who does best, inherits the vineyard!

If you ask a board gamer to name a game about making wine, I can guarantee you’ll get one of two games in response: Viticulture or Vinhos. Both are brilliant games, but both are big games, and not the cheapest either. So what do you do if you want to capture that feeling of picking grapes, making wine, and selling the wine – but you don’t want to spend a fortune? That’s where La Viña comes in. It’s small enough to fit in your pocket and costs less than half the price of Viticulture. If you were so inclined, you could buy six copies of it for the same price as Vinhos Deluxe. But would you want to?

Grape Expectations

To play La Viña you’ve got to make a vineyard first. The vineyard is a long, thin board with spots to claim, and pairs of grape cards are placed on both edges. As you wander along the path, you can stop to pick grapes, taking a card from either side and adding it to your basket. Once you get to the end of the path, you can send the grapes you picked to a winery, fulfilling contract cards and making barrels of delicious dancing juice.

La Viña winery cards
Some of the wineries on offer. There’s good points waiting to be claimed, don’t dawdle too long though, once the spaces are filled, that’s it.

When you move your grape picker along, you can move them as far as you want to, whether that’s the next space along, or right to the very end of the track. There might be some pretty amazing grapes right down the bottom of the vineyard, and if you’re that desperate for them, you can just saunter your way down there and pick them. However, much like following the arrows on the floor in Ikea, once you move forwards you can never go backwards. You might sprint down to the end to grab that amazing bunch of Chardonnay grapes, and then you can deliver to that particular winery first, offloading one of your barrel markers. The rest of the players are then free to lazily stroll along in your wake, picking as many grapes as their baskets can carry.

It’s all a little bit ‘tortoise and hare’.

In Vino Veritas

The first thing I thought of when I setup La Viña for the first time, was how much it reminds me of PARKS. It’s not just because it uses that same ‘move forwards but never backwards’ mechanism as last year’s hit stroll-em-up, but also because of the whole relaxing ambiance of the game. The setting, the artwork, the rule book illustrations – it all makes me think of a lazy summer evening in a Spanish vineyard. I’ve never actually spent a lazy summer evening in a Spanish vineyard, but that’s besides the point, it’s still the feeling it imparts on me. I think that’s quite a feat, when you consider this is a small-box game with a deck of cards and a few meeples. I’ve played bigger games with much bigger budgets that haven’t conjured a theme the way La Viña does.

a view of the vineyard in La Viña
The grape pickers making their way through the vineyard, grapes on both sides just waiting to be picked

The gameplay is tight, and there’s some really clever design choices in La Viña. Grape cards on each side of the vineyard are laid-out in pairs, but you can only see the top part of the bottom card. The top part shows you the variety of grape and its value, but on the bottom of some cards there are some tools you can claim, which let you do things like claim cards from spaces behind your meeple, or claiming a second card when normally you’d take one. The points you earn by making barrels of wine – the same points that you need to win the game – can be traded in to upgrade your baskets to carry more grapes. The trick is in finding the tipping point where the rewards won’t outweigh the investment.

Final Thoughts

La Viña isn’t a table-filler or full-on game night game, so making direct comparisons to the likes of Viticulture and Vinhos would be pointless. What La Viña is, however, is a lovely, evocative little game. It won’t take you more than 45 minutes to play even with a full cohort of players, but it offers plenty of game in that time. I really enjoy the risk vs reward aspects of the game, and the feeling of this staggered race. You can see which wineries are in play, and which grapes you need to fulfil their requirements, and you can see which grapes each other player has and how close they are to making a barrel. These things add a lovely competitive undercurrent to the chilled-out summer vibes.

meeples on the vineyard track

I think of La Viña as an outdoors game, wind-permitting. I’ll quite happily take it out on the garden table, or a patio, or maybe even to a beer garden. It’s really simple to teach, and there’s just enough going on in the game to get the cogs turning in your brain, without making you think too much. As I mentioned before, if you’re looking for a big-box wine-making game, you’ll probably want to look to Viticulture instead. La Viña knows exactly what it is and isn’t, and it doesn’t outstay its welcome.

If you enjoyed PARKS and are looking for more of the same, La Viña is an easy recommendation to make. It’s never going to break into the hotness on BGG, and not many people will have played it in many gaming circles, but that doesn’t prevent it being a really solid game, with real charm. If you’ve got £20 burning a hole in your pocket and want something different to the usual suspects, check it out.

Review copy kindly provided by Devir Games. Thoughts and opinions are my own.

la vina box art

La Viña (2019)

Designer: Jose Ramón Palacios
Publisher: Devir Games
Art: Joan Guardiet
Players: 2-5
Playing time: 30-45 minutes

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The Red Cathedral Review https://punchboard.co.uk/review-the-red-cathedral/ https://punchboard.co.uk/review-the-red-cathedral/#comments Mon, 21 Dec 2020 12:33:41 +0000 http://punchboard.co.uk/?p=434 Devir Games have come out relative obscurity here in the UK, and delivered a small box game that looks like a big box game. A collect-and-deliver Euro with a dicey rondel and a historical construction theme? Ticks all the boxes, let's have a look.

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Devir Games have come out relative obscurity here in the UK, and delivered a small box game that looks like a big box game. A collect-and-deliver Euro with a dicey rondel and a historical construction theme? Ticks all the boxes, let’s have a look.

the red cathedral box art
The Red Cathedral box art

If you’d asked me a few months ago who Devir Games are, or the same of designers Isra C or Shei S, I’d have just looked at you blankly. Thanks to some coverage ahead of this year’s Spiel Digital for Essen though, plenty of people saw this game about building the iconic St Basil’s cathedral in Moscow. I was one of them, and as soon as I saw the dice moving around a rondel, I was sold. I pre-ordered a copy and was lucky enough to get one of the small initial shipment to Europe.

What’s In The Box

As I eluded to at the start of the review, the most surprising thing about The Red Cathedral is that it comes in a small box. Not the usual Kallax-friendly standard square box size. To people like me, who like a heavy-weight game, that wouldn’t normally lead you to think there’d be masses of depth to the game. Less pieces equals less complexity, right? Well, not necessarily.

Each player has their own player board where they store their resources, where space is limited, as well as decorations for completed sections of the cathedral. There are also some spaces to store workshop upgrades, which I’ll cover later.

The market board, showing the four quadrants and the resources
The market board, showing the four quadrants and the resources

There’s a market board, which is setup randomly each time you play. The illustrations on this one, showing the seasons, are really pretty. The cathedral you’re building, the heart of the game, is represented by base, wall, and spire cards. There’s a good selection of each, adding some variety to repeated plays.

Finally the resources are really nice. Stone, gold, bricks and wood are nice little wooden pieces, and there are some shiny purple and green gems. My favourite pieces in the box though are these intricate little double-headed eagles from the Russian coat of arms which act as score markers. Overall, a nice set of bits in the box.

How Does It Play?

This is the bit we’re most interested in. What is the red cathedral, and how do we play it?

Concept & Setup

The game puts you in the role of a construction team. The plans for the cathedral to be built are drawn randomly from a deck of cards, and cards representing each section are laid out, to match the design. Each card shows the roubles (currency) and prestige points awarded for completing it, along with the resources needed to complete it, and a workshop tile.

To one side the market board is setup. Guild cards are placed randomly in each quadrant, and the resource tiles are placed randomly around the market. The all-important dice are dropped in a random order and orientation, starting at a specific spot and then advancing clockwise.

Finally, each player takes a player board and their matching banners, decorations, and a small amount of roubles to start the game with. During the game players are trying to earn prestige and recognition points by collecting resources, using them to build sections of the cathedral, then adding their ornamentations and decorations.

The player board in close up
The workshop spaces are where the coloured dice are, storage is along the ruler, and the decorations are stored in the middle. Action summaries are printed here too

Gameplay

Okay, so we’re collecting stuff and building stuff. But how? On their turn a player can take one of three actions:

  1. Claim a section. Players start the game with six banners, and using this action allows them to take one from their board and put it on a construction card to claim it. You can only choose a card that’s on the base, or directly above a section that’s either been claimed or completed. Each card has a workshop tile on, and when a player claims one they can pay the indicated number of roubles to place it face-up in one of the dice spots on their board. More on why this is important in a minute.

    Getting your banners out onto the cathedral is important, as they come from your storage space. This means when they come out of your storage, there’s more space for your gained resources. Managing this space is really important in the early stages of the game.

  2. Send resources to the construction. This action lets you send up to three resources to the cathedral. These can be the materials needed to complete one of your claimed sections, or jewels and materials to add your limited decorations to completed sections. Completed building sections reward you with prestige and possible money too, while decorations increase your recognition and will increase your chances of a higher share of points at the end of the game.

    While you can only build sections of the cathedral that have your own banner on, you can add decorations to anyone’s completed section. Hmm, sounds like a chance to piggyback on someone else’s work to me…

  3. Visit the market. This is where the strategy really comes in. On your turn you can choose any of the dice on the market rondel, and move it clockwise as many spaces are there are pips showing on top of it. So a five lets you move it five spaces. If the die you choose is white or the same as your player colour, you can pay a rouble for each additional space you want to move it.

    Wherever the dice lands, you claim the resources shown in that spot, multiplied by the number of dice in that spot. So for example, if your chosen die ends up in the spot that gives you two wood, and there’s already one die there, you’ll gain two wood x two dice = four wood. On top of that, you can use the power of the guild card for the quadrant you land in, which might let you do things like paying for extra resources, or trading yours for others.

    On top of that, if the colour of die you moved had a workshop tile on your player board (remember those tiles we could pay for and claim during the Claim a section action above?), you get to activate that too. It might be something as simple as ‘gain a stone’, but the really fun ones are the ones that then let you activate another coloured die and take whatever resources are at the same spot as it.

    Finally, all of the dice in the section you landed in are re-rolled, making for some interesting choices for the next player.

Prestige & Recognition

The scoring track has two sides. One is for prestige points, which are the equivalent of victory points in any other game. You score a point, you move your marker along one space. What you can also see here though are the eagle symbols, and these are recognition points. In the latter half of the scoring track, prestige and recognition track along almost equally, one-for-one. But earlier in the track, and therefore earlier in the game, each prestige point might be two, three, or maybe even four or five spaces along. Prestige is gained by adding decorations to completed sections, so managing to gain two or three recognition points early in the game can be the equivalent of gaining 10-14 recognition points, which is a big jump.

scoring track close up
The eagle markers show prestige, while the other numbers are recognition points

Once a player completes their sixth and final section of the cathedral, the end of the game is triggered, and final points are awarded for how much players contributed to each cathedral tower.

Final Thoughts

You might think a Euro with only three possible actions is a bit light, especially for someone like me who likes his games heavy and full of difficult choices.. And you’d be right, The Red Cathedral is definitely on the medium side of complexity. The important thing to remember though is that there isn’t a direct correlation between a game’s weight and how good it is. 6 Nimmt! is a game I could play forever, and it’s incredibly simple to play.

In short, The Red Cathedral is brilliant. It’s quick to setup and put away, it’s easy to teach and learn, and it does some really interesting things. I really like the dice rondel, it’s reminiscent of Teotihuacan, in the way that you can really ramp up the rewards if you manage to get multiple dice in one spot, but unique enough because you can pay to move further, and the dice get rolled after your turn, making planning ahead a real challenge. I absolutely love the combos you can build by moving one die, then activating another because you have its workshop tile.

Choosing where and when to build gets very strategic too. If you manage to complete a section above someone else’s area that’s still under construction, they lose points. But to do that you’re neglecting to maybe build a base section which tend to score really well. The fact that you can built your decorations on someone else’s section – and vice-versa too – means you have to keep a close eye on what resources and decorations each other player has. It’s equally frustrating and glorious to sneak in and score off the back of someone else’s hard work.

a view of the completed cathedral
The cathedral at game end, you can see the decorations on the door closest, and teh windows in the row above

I also love the asymmetric scoring track. It’s possible to start the game collecting jewels, with a view to just decorating others’ sections, claiming big jumps for prestige points instead of recognition.

Replayability

There’s sometimes a fear with a Euro being a bit lighter, that it might get boring quickly, or be solvable. The Red Cathedral does a great job of negating that with the degree of randomness in every game’s setup. Where each resource goes on the wheel. which guild cards are drawn, and where they’re placed. Which design gets chosen for the cathedral. which workshop tiles are in the game, and where they are on the cathedral plans. All of these are random each time you play, and if that still manages to get too easy for you, the player boards have an advanced side too to make things more interesting.

In all honesty, Llama Dice (the collective name that designers Sheila Santos and Israel Cendrero go by) could have gotten away without this level of depth. We’re talking about a small box game here, which costs around £30. No-one is realistically going to expect something like Anachrony or A Feast For Odin, but what they’ve managed to put together is pretty much the perfect medium-weight Euro game,

Meet Ivan

Still not convinced? There’s even a fully-fledged solo mode in the box. Not a beat-your-own-score type either, it’s an actual opponent called Ivan who’s going to try to steal the best spots and decorate your buildings, through the use of an AI deck of cards. The bot is really finely balanced too, beating it is far from a walk in the park.

close up of the jewels
The jewels in the game are really nice

Solo is really important to a lot of people at the moment, with the current state of the world, and the lack of gaming groups, so to see it included and well-made is a major plus point. It also means you can practice on your own without having to play two-handed.

In Summary

In my opinion, The Red Cathedral is the perfect Euro to introduce people to the genre. There’s no imposing board full of iconography, there are no rules with exceptions. There’s only three actions you can take, and when you compare that to something like the recent Uwe Rosenberg game Hallertau, which has 20+ possible actions per turn, you can see how much easier it is to teach someone.

There are plenty of breakthrough moments for new players which I’m sure could help swing them into seeing the joy the rest of us take from this type of game. The first time you decorate someone else’s building part, or when you make the perfect combination on the market board and you end up with exactly what you needed for your plan.

If you’re a die-hard Euro fan though, there’s still plenty to love about The Red Cathedral. The planning and strategy you can employ rivals what you’d find in a more complex game, just with a couple fewer steps to get there at times. For the price of an expansion for a bigger game, there’s a full game here which I think anyone and everyone could enjoy playing, with family and gaming group alike. It’s a great game, and I heartily recommend it.

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